Virtual Reality

EPIC and VRARA Partner to Advance VR/AR Industry (Press Release)

28 August 2019, Berlin, Germany

Philip Wogart, Executive Director DACH, Co-Chair Location Based Entertainment Committee of the VR/AR Association (VRARA) and Carlos Lee, Director General of EPIC (European Photonics Industry Consortium) signed a Memorandum of Understanding on 28 August 2019. The signature took place at EPIC’s highest-level conference - EPIC World Photonics Technology Summit 2019

There are so many facets of the photonics industry that have direct application to the advancement and adoption of Immersive Technologies, which is entirely our organisation’s goal and mission statement. To find the leading advocate in photonics with its trusted experts and leaders right here in Europe that connect their own industry across the entire value chain, it made perfect sense that our associations not only collaborate, but indeed connect members in business opportunities that accelerate both ecosystems…”
— Philip Wogart, Executive Director DACH VRARA

VRARA and EPIC are leading international organizations that are working tirelessly towards the development of virtual/augmented reality and photonics industries, respectively. They are mutually motivated in cooperative activities involving the technological and commercial advancement in the area of photonics as both organizations help to develop industry standards. The partnership will encourage direct contact and cooperation between its members, assist future cooperation including participation at events and promoting the VR and AR ecosystem, exchange of information and contacts, as well as advisory mandates with the aim to support the development of a more cohesive and sustainable industry.

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EPIC’s model of connecting the European photonics community worldwide is through collaboration and partnerships, and thereby integrating the industry and improving the workings of photonics ecosystems. The VR/AR community is developing very fast and with this partnership, we want to offer this community access to EPIC’s members leading to future collaborations between members. Partnerships like this bring industries together and it’s good that the photonics industry is getting integrated and more organized
— Carlos Lee, Director General of EPIC

The signature of the MoU took place in conjunction with the EPIC World Photonics Technology Summit in Berlin, Germany, in the presence of 150+ CEOs/CTOs and decision makers from worldwide leading photonics companies. The signing is the culmination of 9 months collaboration starting already last year at the EPIC Meeting on AR/VR at SONY in Stuttgart and several online collaborative webinars. Then earlier this year Director General Carlos Lee gave the keynote at the Executive Dinner at Mobile World Congress hosted by the Barcelona Chapter of VRARA. The cooperation continues to grow onto the international stage with the VR/AR Association’s invite for EPIC to participate in their annual Global Summit in November in Vancouver.

VR/AR Association (VRARA) has over 50 chapters around the world and a community of over 4,200 companies, brands, schools, and 27,000 professionals interested in the fields of VR/AR technologies. This complements very well the interests of most of the 500 members of the European Photonics Industry Consortium (EPIC), that encompass the entire value chain from photonics fields such as lighting, photovoltaic, photonics integrated circuits, optical components, lasers, sensors, imaging, displays, optic fiber and all other photonics related technologies.

About VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, school and 27,000 professionals are registered with VRARA and 20 committees are working on best practices and guidelines for the industry.

About European Photonics Industry Consortium

EPIC is an industry association that promotes the sustainable development of organizations working in the field of photonics in Europe. Its members encompass the entire value chain from LED lighting, photovoltaic solar energy, photonics integrated circuits, optical components, lasers, sensors, imaging, displays, projectors, optic fiber and other photonics related technologies. EPIC fosters a vibrant photonics ecosystem by maintaining a strong network and acting as a catalyst and facilitator for technological and commercial advancement. EPIC currently represents close to 500 companies across 33 countries.

Lenovo, Niantic, US Navy, Viacom, Microsoft at the VR/AR Global Summit (Press Release)

1000+ Executives, 120+ Speakers, 80+ Exhibitors


On November 1 & 2, 2019, in Vancouver, Canada, the VR/AR Global Summit will bring together industry frontrunners from around the world to discuss the present and future of immersive technologies. This world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and 70+ Exhibitors from leading companies like Lenovo, Niantic, HTC, Mastercard, Magic Leap, Forbes, US Navy, Amazon, Viacom, Accenture, Microsoft, and so many more.

With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. “This is the 4th time the show is happening in Vancouver and this year’s Global Summit will have a strong focus on enterprise and AR, as well as on immersive interaction design
— Kris Kolo, Global Executive Director, VRARA

Over two full days, attendees can attend the expo, talks, panels, workshops, investor events, networking and demos that will explore topics like enterprise, training, education, healthcare, automotive, energy, 5G, fitness and sports, location-based entertainment, mobile AR, music and sound, and ethics.

This year’s VR/AR Global Summit is sponsored by Lenovo, Niantic, Viacom, Tourism Vancouver, and the Vancouver Hotel and Destination Association and takes place at the newly launched Parq Vancouver, Vancouver’s largest entertainment, casino, and conference destination.

Lenovo will be featuring its recently announced ThinkReality enterprise software and hardware solution, which is designed to help enterprises build, manage and deploy commercial AR/VR solutions at scale. Lenovo is also hosting a developer workshop for enterprise customer developers that will draw a global crowd of Fortune 500 companies and their developers looking to build new innovative solutions.

Niantic, Inc. creates some of today's most popular AR games. But what does the future look like for Niantic and the rest of the AR industry? Ross Finman, Head of AR Strategy at Niantic, will discuss the future of AR; from games to mainstream adoption and beyond.

Viacom's Advanced Advertising Innovation Products team matches and operates emerging tech in support of sales needs. The team helped VR/AR spring to life in Nickelodeon (KCS, KCA, Henry Danger, Loud House), MTV (VMA's Missy Elliot Vanguard), and most recently Comedy Central (Your Brain On Clusterfest). Group lead, Diego J Medina, will be talking about the unique multiplicative quality VR/AR has of voicing IP and audiences through technology.

Tickets are on sale for the Summit. Save 30% on limited discounted tickets by using promo code PR30

For press inquiries or for more information please visit the website at

About VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, school and 27,000 professionals are registered with VRARA and 20 committees are working on best practices and guidelines for the industry.

See the Brands, Vendors, Organizations, Schools, and Media participating at the VR/AR Global Summit Nov 1-2 in Vancouver (sample list)

More info and tickets here

The VR/AR Global Summit returns to Vancouver, Canada on Nov 1-2, 2019

The summit will bring together the VR/AR 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, interesting networking opportunities, demos, exhibits, films, product launches and parties, the VR/AR Global Summit will entice and engage you from the moment you arrive.

VR/AR Global Summit update: sponsors & exhibitors include Microsoft, Lenovo, Niantic, Theorem Solution, LNG Studios, BCIT, VirtualWare among others

We are thrilled to confirm additional Sponsors and Exhibitors for our VR/AR Global Summit!

Get your ticket today for this world-class event taking place Nov 1-2 at the Parq Vancouver, bringing together the best knowledge and networking in VR & AR for enterprise, hardware, software and content providers from across the globe.

The VR/AR Association publishes the UK Ecosystem Report. Download here

With VR/AR, we're going to experience music, art, content and data in context with our lives. A quick search of the GOV.UK Contracts Finder site and the Digital Marketplace suggests that, in the last half-decade, there have been just 17 public-sector tenders for virtual reality projects or products. But six of these were in the first half of 2019. This includes a £700,000 project from Highways England to deliver a virtual training environment, and a three-year framework launched by housing association London and Quadrant, which will use VR/AR technology in the planning of new buildings. A wide range of universities have invested in VR or AR environments to support the teaching of engineering and other subjects. The Ministry of Defense also recently spent money on a “VR demonstrator” to showcase the technologies of the future that will play a key role in the defense sector.

This report features UK-based immersive tech pioneers in the media, advertising/marketing, gaming, enterprise training, computer vision, geolocation, telepresence, education, retail/ecommerce, journalism, healthcare, art/entertainment sectors, among others. Thanks to their involvement with the VRARA in the UK and beyond (VRARA has over 4200 companies, brands, schools registered and over 27000 professionals), we continue to demonstrate how VR and AR will change people's lives, businesses and grow the economy through innovation. This connection and collaboration seems particularly important now, as we face the UK leaving the EU, and with the potential of VR and AR to expand into a $60 billion market by 2023.

If you're not a member yet, please join us in creating this magical future. As Jay Samit puts it: "the best way to predict the future is to spend time with those creating it." And if you or your organisation plan on using VR and AR, then the VRARA and its members would love to hear about it, and we encourage you to get in touch. We can help. Email us at

Submit your information for the Netherlands VR/AR Ecosystem Report

Dear member of the Dutch VR and AR community,

The submissions for the first Dutch VR & AR ecosystem report have officially been opened.

The ecosystem report is a simple yet effective way to show what’s happening in The Netherlands. It will be distributed through the global VRARA network, grabbing attention on a global level with proof that there's something to say about VR/AR/XR in The Netherlands. We would like to invite you to be part of this report.

We found a partner that shares this ambition to put us on the global radar. StickyLock creates concepts and develops apps and games. They have created AR solutions for architecture, advertising, business cards, e-commerce and furniture and are committed to making high quality games and AR/VR/MR applications using cutting-edge technology. Thanks to their sponsorship we have the means to give all submissions a full page in the report, normally only available to VRARA members.

You can submit your response for free. All we ask you to do is to fill out the form by clicking the button below before the final submission deadline: August 16th. The first 35 submissions will have a guaranteed place in the report. Any additional submissions will be subject to review.

For other reports we have published for UK, Belgium, SF, Toronto, Taiwan, among others, please see here

The data you submit will solely be used to generate The Netherlands Ecosystem report. Here's how it will look

Please sign up before August 16th


Any questions, email

Kaon Interactive Announces Non-Immersive VR, Enterprise Marketing Platform to Bring Virtual Reality Experiences to Every Device. Wins Communicator Award for CenturyLink VR Application

Wins Communicator Award for CenturyLink VR Application

BOSTON – July 29, 2019 - Kaon Interactive, the leading provider of 3D marketing and sales applications for global B2B brands, today announced two key milestones: the launch of an industry innovation, “non- immersive” VR (virtual reality), and the receipt of a coveted industry award. A new technology evolution to Kaon’s High Velocity Marketing Platform®, non-immersive VR extends the value of the company’s existing virtual reality-based B2B marketing solution by delivering these experiences not just on VR headsets, but now on smartphones, tablets, desktop PCs, touch screens and the web. This significant enterprise VR advancement has led to the recognition of a distinguished Communicator Award for Kaon’s deployment of a virtual reality application which contains non-immersive VR functionality for CenturyLink.

3D Immersive Experiences, Beyond VR Headsets

B2B marketers are looking to extend the immersive qualities and emotional impact of virtual reality storytelling by having participants experience that same sense of immersion on their phones, tablets, desktop, touch screens and the web. Previously, virtual reality was only available via headsets. With Kaon’s most recent platform update, newly developed Kaon VRâ applications can now be experienced not only on ubiquitous VR headsets, but extended to any device. Users can navigate the immersive application with their mouse, finger or controller by selecting the immersive environments and message touchpoints along the way.

To elevate customer engagement within VR, Kaon has implemented a tracking technology that is typically used for augmented reality (AR). This now allows users to navigate a 3D VR environment or scene by moving a phone or tablet around like a window into a virtual world. “This takes cross-platform experiences to a whole new level,” said Kaon CTO and founder Joshua Smith. “This is the first technology platform that allows the same immersive application to run on the whole gamut of enterprise hardware: AR, VR, mobile, desktop, touch screens, and web browsers.”

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In a recent case study, Becky Kelly, director of solutions marketing strategy at CenturyLink, stated,

“There is a huge cost and time efficiency in not having to recreate this interactive content from scratch for future sales and marketing programs and devices. We want to tell our story everywhere our buyers are, and Kaon's platform affords us the ability to do that. Not only did Kaon help us push the envelope, they gave us an innovative technology platform that allows us to break new ground and raise the bar.”

CenturyLink: Communicator Award of Distinction, Business Campaign

CenturyLink was selected from over 6,000 entries for the Communicator Awards, competing against submissions from companies and agencies of all sizes. The awards program is one of the largest international awards for big ideas in marketing and communications. Kaon earned a Distinction Award for its VR experience application, “Why Milliseconds Matter,” for global technology giant CenturyLink in the Business Campaign category. Developed by Kaon Interactive, the “Why Milliseconds Matter” VR experience was originally created for CenturyLink’s exhibit hall presence at AWS re:Invent in order to meet two goals. First, in lieu of approaching tradeshow attendees cold, CenturyLink wanted to ease the barriers for its booth staff to engage prospects. Second, the company wanted to have a better interaction with customers, once engaged, to help them understand why CenturyLink isn’t just another network service provider. Through a digitally simulated “connected city” with immersive animations and videos, customers were able to select interactive elements that communicated the value of CenturyLink’s robust global fiber network, allowing them to explore the world of autonomous vehicles, interactive signage, mobile communications, and cloud services. As a result of this innovation, the immersive VR experience drove four-and-a-half times the number of leads as the previous year’s AWS re:Invent.

Experience Kaon’s non-immersive VR experience for CenturyLink:

Learn more about CenturyLink:

“Customer engagement lies at the heart of our mission to bring greater marketing efficiency and sales effectiveness to B2B brands,” said Gavin Finn, CEO & President of Kaon Interactive. “The evolution of our platform to include non-immersive VR has taken individual, isolated VR experiences and made them accessible to customers everywhere, on commonly used devices. This extension of reach and scalability has given our enterprise customers a more engaging way to tell a value differentiation story everywhere their prospects are.”

Kaon Interactive's applications are created once and can be deployed everywhere. Currently available on devices running iOS, Android, MacOS, and Windows, Kaon Interactive's solutions are used by sales teams and marketers in nearly 40 countries.

# # #

About Kaon Interactive

Kaon Interactive is a B2B software company. Kaon’s interactive sales and marketing applications simplify complex product and solution stories in a visually engaging way anywhere, anytime, turning prospects into customers. The company’s interactive 3D sales and marketing applications transform product and solution marketing content into visual interactive storytelling experiences to deepen customer engagement, reduce marketing expenses and accelerate the sales cycle. More than 5,000 Kaon Interactive applications are being used worldwide at trade shows, remote sales demonstrations, product launches, executive briefing centers, and websites by leading global product manufacturing companies.

For more information about Kaon, visit

Media Contact for Kaon Interactive

Ryan McKenna

(781) 749-0077 x21

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


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

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

For more info contact Alejandro Villarán Vázquez

The VR/AR Association publishes the Belgian Ecosystem Report featuring 50 Companies

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How are the European Parliament, New Balance, Volvo, and other leading companies leveraging the VR/AR ecosystem of Belgium? Why are they investing in this new technology?

Together with Howest, we decided to create this VRARA Ecosystem report, which gives up-to-date information about the VR/AR space in Belgium. Almost 50 Belgian companies shared their experience, predictions for the future, and real use cases! We kindly share this report with you to help you capitalize on the next major computing platform shift and understand why Belgium will play a role in that!


For nearly 25 years, Howest University of Applied Sciences has acted as a pioneer in the field of applied computer sciences. Anticipating the future and exploring the talents and motivation of each student, we have coached our students to become competent, highly employable, team oriented young professionals.

Introducing new bachelor programmes, inspiring hundreds of young early adopters, we have aimed to set the mark for socially relevant, practice-based education and valorisation oriented research and community service for the broad regional and international labour market.

Anticipating new trends and needs, we have designed new profiles. With our programme in Digital Arts and Entertainment, we have become part of a worldwide, cutting edge circle of trendsetters.

We have generated a practice-based, state of the art curriculum in close collaboration with all the major partners in the field of technology, creating a multidisciplinary setting, integrating education, research and community service, which allows us to create an added value for our students, staff and society as a whole. Twice we have been awarded the Rookie Award for best gaming programme worldwide.

More recently, we have developed new programmes in the field of AR, VR and – our newest programme – in applied AI. Although they are different, VR and AR share common processes and technologies such as software and data processing. They also tend to concentrate in the same business and research worlds hence creating overlapping ecosystems, as is clearly shown in ‘Virtual reality and its potential for Europe’, a paper by Ecorys (2017). VR & AR ecosystems are also closely related to the industry of artificial intelligence (AI).

Howest University of Applied Sciences has always stimulated entrepreneurship, creating a fertile soil and facilitating students and alumni in pursuing their dreams. No wonder so many names in this register have a familiar ring to them: they are alumni of Howest! Needless to say we are very proud of their achievements!

It goes without saying that none of these efforts could reach fruition without a supportive context. The Kortrijk region is wellknown for its technology giants such as Barco but also for its entrepreneurial SME’s. The town council and its mayor are valued partners. Flanders itself aims high with its Goals 2050 programme.

Howest University of Applied Sciences is rooted in enthusiasm, dedication and hard work. These values have made us the future forward organisation we have been for so many years. It is our firm intention to be the change agent for the years to come.

-- Lode De Geyter

President, Howest University of Applied Sciences

Virtualware and Biogen create a Virtual Reality multi-user experience in the pharmaceutical industry

Biogen is one of the world’s leading biotechnology companies, developing therapies for neurological, autoimmune and rare diseases, with a clear focus: have the greatest impact on patients of any biotechnology company in the history of the industry.

As one of the pioneers in biotechnology, Biogen is constantly seeking cutting-edge technologies and new ways to engage professionals in the industry congresses and meetings, where they showcase how they are solving some of the most challenging and complex diseases in neurology.

For the 5th congress of the European Academy of Neurology in Oslo (Norway), Virtualware created the first multi-user immersive experience in the pharmaceutical industry where professionals could get a deeper understanding of two complex diseases: Spinal Muscular Atrophy (SMA) and Multiple Sclerosis (MS).

A large-scale collaborative all-in-one solution (50m2 | x4 users) where visitors could learn about the two showcasing pathologies by playing engaging missions. Virtualware provided content development and equipment, deployed and managed by VIROO (Virtualware’s proprietary software platform), and full support during the congress.

1st Multi-user VR Experience
9.8 Overall rating
300K views on Youtube

More info here

New Immersive Environment: Station IX (VR without goggles)

In early 2018, Imagine 4D, a Montreal-based tech company, launched Station IX. They are excited about Station IX, an immersive 3D display environment, because it differs from other solutions on the market. Their display environment makes use of Reflected Reality ™, which allows users to see 3D content without VR goggles, or head-mounted displays (HMDs).

Reflected Reality ™ simultaneously uses seven curved mirrors, seven projectors, and a large curved screen to surround users in a 3D virtual world.

Without HMDs, users can collaborate freely and enjoy 3D content without the common limitations of virtual reality, such as VR sickness, eye fatigue, and loss of spatial awareness. Their team has taken every measure to create a space that is shared and comfortable.

Imagine 4D believes that VR/AR, and Station IX specifically, can change how businesses operate. Military professionals, for example, can train for high-risk scenarios in safe environments. Similarly, cabin crews can familiarize themselves with aircrafts and emergency procedures before takeoff. Architects and real estate developers can also design, visualize, and present their projects to clients in a collaborative space unrestricted by VR goggles. These are just a few industry use cases; Station IX can be used for a variety of applications in many fields. The possibilities are endless!

If you would like more information about their new immersive technology, please contact us at

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

To participate in the Committee, email

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

Some areas that the Committee will focus, include:

  • Data visualization

  • Learning & Training for industry specific needs

  • Safety & EHS as pertains to the energy industry

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

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

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

To participate in the Committee, email

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

RSVP here

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

Call for Sponsors: 3D Modeling Standards and Guidelines for Virtual and Augmented Reality

If interested in sponsoring, email

Over the past few months, the VR/AR Association’s 3D Working Group within the Retail Committee has been working on these 3D Modeling Standards and Guidelines for VR/AR/Web. We are now ready to publish and help the industry accelerate VR/AR adoption. We are seeking Sponsors to help us with this effort.


Many retailers, especially those with a strong e-commerce presence, are now using 3D to help customers better visualize their products. Today, the majority of that 3D content is being used behind the scenes to create traditional imagery. As VR and AR become mainstream, brands and retailers are increasing looking to be able to repurpose their 3D assets for these experiences. There are some challenges in optimizing 3D models for AR/VR/Web and these guidelines aim to make it easier for everyone to create models that look consistent on any platform.

A note about openness vs trade secrets: Companies that were early to the 3D space rightfully would like to protect their investments and competitive advantage, but also understand that the best value for those assets comes when consumers expect them as part of their shopping experience. To strike a balance, these Modeling Standards and Guidelines only focus on real-time 3D assets and the contributors will keep their render-ready asset production processes as trade secrets.

Main Authors:

  1. Mike Festa, 3XR

  2. Sumit Goyal, Overstock 

  3. Thomas Huang, Target 

  4. Manil Bastola, Aisle411

  5. Alban Denoyel, Sketchfab 

  6. Josh Belay, InContext Solutions

  7. Jeff Hunt, Snap36

  8. Saurabh Bhatia, Microsoft

  9. Ross McKegney, Adobe

  10. Kevin, Farnham, Mirra

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CenturyLink Demonstrates Effectiveness (400% increase in engagement) of Virtual Reality Technology in B2B with Kaon Interactive using the Lenovo VR headset

Increasing Trade Show Booth Engagement 400% with Award-Winning Application

Kaon recently crafted a case study of how CenturyLink used virtual reality to completely upend their event/booth strategy, starting at AWS re:Invent last year, with great success (and a nod from the 2019 Communicator Awards as well). The Amazon Web Services show was the first enterprise deployment of the standalone, 6-DoF, Lenovo Mirage Solo headset, and it was also the first time Kaon Interactive created and deployed a VR storytelling experience on an untethered headset.

Through successful partnership with Kaon Interactive at recent tradeshows, CenturyLink was able to generate a 400% increase in event booth engagement versus the previous year – within a smaller, more cost-effective booth space.

Looking to elevate event technologies and techniques, Becky Kelly, director of solutions marketing strategy at CenturyLink, decided to turn to a more innovative and engaging solution in an effort to generate higher-qualified booth leads.

“We wanted to create a lasting experience for show attendees without spending exorbitant amounts of money. We wanted to achieve something meaningful that we could grow for reuse. I wanted to create a theme we could tie things around to effectively tell our story and then use those best practices for future ones,” Becky said. 

After establishing its message of “Why Milliseconds Matter,” the Kaon Interactive and CenturyLink team began developing the award-winning, visually engaging, virtual reality experience that would effectively convey this critical message with two goals in mind. The first, to empower the CenturyLink booth staff to engage with tradeshow attendees faster. The second, to have more productive interactions with attendees so they understand that CenturyLink is more than just a phone company. 

Using the Lenovo Mirage Solo® standalone VR headset with Google Daydream, booth attendees were able to immerse themselves in a familiar coffeeshop (and other relatable venues) and experience how CenturyLink touchpoints enable important data to travel, within milliseconds, to execute daily transactions and activities. Because it was developed on Kaon’s High Velocity Marketing Platform®, CenturyLink has the ability to add scenarios and solutions to the application, evolving it for future trade shows. The platform also enabled the deployment of the application on the web, smartphones, touch screens, laptops, and mobile tablets, in immersive VR, to be used by customers and the sales team alike.

“There is a huge cost and time efficiency in not having to recreate this interactive content from scratch for future sales and marketing programs and devices,” Becky stated. “We want to tell our story everywhere our buyers are, and Kaon's platform affords us the ability to do that. Not only did Kaon help us push the envelope, they gave us an innovative technology platform that allows us to break new ground and raise the bar.”

This CenturyLink application was recently selected from more than 6,000 entries, from companies and agencies of all sizes, to win a 2019 Communicator Award of Distinction in the Marketing Effectiveness B2B Campaign category. Read the full case study, or schedule a demo, to learn more.

VR/AR Association Publishes the Taiwan Ecosystem Report for Virtual Reality and Augmented Reality; Big Opportunities in Medical/Healthcare, Biotech, Pharma

Members can download the report from our Cloud Drive. To apply for Membership, click here

Big Opportunities in Medical/Healthcare, Biotech, Pharma for VRAR (x AI x IoT + other emerging technologies e.g. blockchain)

Taiwan companies will be represented at our VR/AR Global Summit Vancouver Nov 1-2. More info here

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Taiwan is sometimes called the "Asian Miracle", a small island of just 23.5 million people, yet it has become one of the top 20 economies in the world, hub of APAC/ASEAN and bridge to China. Taiwan is currently undergoing a digital renaissance with billions of dollars being dedicated to building a "Asian Silicon Valley" and "5 + 2" Industrial Innovation Plan. Taiwan has some of the best talent in the world, consistently ranking globally in the top 5 or 10 of STEM scores. The Digital Giants are investing heavily to develop Emerging Technologies in Taiwan. Taiwan provides a wonderful environment to do business or start a company. One can now find literally hundreds of startup events, incubators and accelerators. Besides all this Taiwan is consistently listed as one of the top 10 or 20 Best Places in the World to Live, Best Places to Travel, Best Places for Foreigners to Live and Work!

By being strategically situated in Asia-Pacific region, Taiwan is an excellent route for foreign companies into the emerging healthcare economies of Asia, while also being an ideal platform, from which to enter the Chinese market. Taiwan’s welcoming culture and reliable business environment underpin the potential for strong partnerships. Joint R&D opportunities lie in Taiwan’s ICT strengths, as Taiwan excels in hardware development with a well-established and professional supply chain. Taiwan’s leading ICT giants are actively seeking investment opportunities and R&D projects as they diversify into the healthcare industry. They welcome horizontal and vertical integration models of emerging technologies such as VRAR, especially for medical devices and healthcare services through M&A or forming strategic partnerships.

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In the biotechnology sector, capitalization of local publicly-listed biotech companies is valued at $23.9B USD with a total revenue of 7B USD up 17% since 2015. With over 105 bio-related IPO companies, Taiwan is a prime location for industry investment, partnerships, and licensing opportunities, as a result pharmaceutical companies like GSK and AstraZeneca are actively running clinical R&D centres in Taiwan. Taiwan is a significant global market, with National Health Expenditure accounting for 6.3% of GDP (34.7B USD) this is expected to grow annually at a rate of 4.8%. It applies WHO/FDA healthcare standards and has a high level of IP protection. Taiwan’s high quality universal health coverage single payer National Health Insurance (NHI) program covers 99.9% of the island’s 23.5 million population with public satisfaction at 83.1%. Looking ahead Taiwan has a number of serious health challenges that need to be addressed, not least of all an aging population, international cooperation will be vital to solving these issues.

Taiwan companies will be represented at our VR/AR Global Summit Vancouver Nov 1-2. More info here