vrargs

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

Nokia-LMT-Tmobile-VRARA.jpeg

By DEMOND CURETON

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


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

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

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

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

Private 5G First Step to Design Global VR Networks

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

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

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

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

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

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

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

5G Industry Verticals: Military and Medical

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

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

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

He explained further, stating,

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

5G VR Gaming for Consumers

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

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

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

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

Striking a Balance: Edge Computing and 5G

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

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

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

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

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

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

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

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

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

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

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

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

By RORY GREENER

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

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

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

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

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

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

Building a Foundation for Facebook

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

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

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

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

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

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

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

HP Reveals Adaptive Biometric XR Tools at our Global Summit

Login to our event here and meet HP inside their virtual booth!

By RORY GREENER

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

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

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

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

HP Reverb G2 Omnicept Edition

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

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

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

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

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

Future of Biometrics

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

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

Source

ENTERPRISE Program Recommendations for our VR/AR Global Summit ONLINE Sept 30-Oct 2

Here are some of the Sessions, Speakers, and Exhibitors related to ENTERPRISE during our VR/AR Global Summit ONLINE Sept 30-Oct 2.

Enterprise Program Highlights

  • HP Keynote Announcement: Driving the Next Evolution of VR

  • Scaling Enterprise AR and VR Solutions: A “Fireside-Chat” with Lenovo’s Nathan Pettyjohn and Bridgestone Americas’ Brian Robinson, Moderated by Mike Boland. A discussion how AR & VR are showing strong ROI for enterprises.

  • The New Golden Age of Insight - will explain the benefits realized at immersive product verification in a globally connected, cross-functional team.

  • Southern Company Presents Narrative VR Experiences for the Enterprise - Do Narrative Experiences belong in the enterprise workplace? What are the challenges in creating them?

  • Creating a Roadmap for Building, Scaling & Integrating a VR Training Program into Your Enterprise. This talk will help you to understand some of the key factors you need to be aware of when considering how to implement VR training programs.

  • HP Presents: New VR Innovation Panel

  • Foundry 45 Presents: Enterprise VR Training in the New Normal. Recent events have altered the landscape of enterprise VR training.

  • VRARA Enterprise Committee Panel - we will present our latest Enterprise Industry Report and best case studies

  • Speed Dating so you can network 1-on-1 with people that match your profile and interests!

  • Group networking sessions for like-minded folks

  • See Schedule here

Featured Speakers

  • Elizabeth Baron, Enterprise Solutions Executive, Unity Technologies

  • Aaron Ydenberg, Policy Analyst - Business Engagement at Office of Small and Medium Enterprises, Public Services and Procurement Canada (PSPC)

  • Ronan Kelly, Global Digital Manufacturing Senior Manager, Pfizer

  • Brian Parzer, Training Product Manager, Lufthansa Cargo

  • Michael Spiess, XR Lead, SAP

  • Anthony Del Bart, Learning Technology Manager, BP

  • Brian Robinson, Innovation Specialist, Bridgestone Americas

  • Sanjay Jhaware, President and Co-Founder, RealWear

  • See all speakers here

Featured Exhibitors (Virtual Booths in Online Expo)

  • HP

  • Lenovo

  • UK Trade booth: Masters of Pie - Collaborative tools for Enterprise

  • Cavrnus - Spatial interactive and collaborative platform for Enterprise

  • From the Future (FTE) - Training solutions for improving the human condition

  • Elm Park Labs - XR platform powering Industry 4.0

  • Kognitiv Spark - Support your workforce remotely

  • See all exhibitors here

GET TICKETS