VRSim Launches New Virtual Reality Tool For Faster, More Effective Commercial Painting

Unveiling SimSpray® 3.0, VRSim releases an improved edition of their innovative tool; bringing safer, and more intuitive training for the coatings industry

Meet VRSim at the VR/AR Global Summit Nov 1-2!

East Hartford, Conn., August 13, 2019 – VRSim, Inc., an innovator in commercial training, is pleased to announce SimSpray 3.0, the next generation of their renowned virtual reality paint training tool, which uses HTC’s VIVE Pro HMD and VIVE Trackers. SimSpray’s redesign offers a more intuitive and true-to-life user experience by featuring enhanced visuals, trainee feedback, and the ability to simulate larger work environments. The HTC VIVE Pro enhanced optics and visuals provides SimSpray with the most accurate visuals to provide a realistic and immersive experience. Based on years of research, customer feedback, and insight from industry experts, SimSpray delivers a training system that lowers costs and provides faster, safer, and more efficient training.

“SimSpray 3.0 is the next evolution in virtual skills training. Through immersive learning, instant feedback, and performance analytics, students are able to train in a more efficient manner that isn’t possible with real-life training,” said Matthew Wallace, CEO and President of VRSim. ”We’re thrilled to offer this solution to our customers and the industry as the most advanced training simulation we have made to date.”

As the leading training tool for the paint and coating industry, SimSpray uses virtual reality to create engaging and educational simulations. The VR experience improves the learning process with tools that boost training productivity and immediate feedback and analytics that aren’t available in typical training scenarios. SimSpray’s tools and feedback include easy to understand performance reports, live scoring, and kinesthetic cues. This cutting-edge tool provides trainers and trainees with the ability to practice, analyze key metrics, diagnose flaws, and improve their skills in a single training session. SimSpray acts as a force multiplier for training by distilling the training experience into concise, repeatable exercises with aggressive feedback, and intuitive performance insights.

“SimSpray is the most effective tool on the market, so we’re thrilled to implement the newest version, SimSpray 3.0. Our Directors of Training have used SimSpray to recruit and train the next generation of  International Union of Painters and Allied Trades (IUPAT) apprentices since 2009,” says Anton Ruesing, Director of the International Finishing Trades Institute (IFTI).

Mike Komaromi, Director of Training for the Finishing Trades Institute of Southern New England looks forward to using SimSpray 3.0 in his Connecticut facilities. “SimSpray is a valuable tool that lets our trainees start learning on day one. The paint looks and feels real. The new design of the system make SimSpray a more capable and user-friendly tool for us.”

SimSpray 3.0 features:

  • The premium HTC VIVE Pro HMD with true-to-life precise tracking and a large training space to support the virtualization of larger parts and training spaces

  • Visual updates for paint finishes and defects for more realistic paint application and improved immersion

  • Re-designed user-experience with intuitive features and streamlined equipment setup

  • Weighted spray gun for added realism and kinesthetic training, featuring the same functional nozzle, trigger, and dials on previous spray gun versions

  • More user-control options, including in-sim controls to give trainees better access to project controls and analysis without removing the HMD

  • Customizable return-on-investment reports for clear, personalized time and cost savings

VR training provides safe, cost-effective training options for time-intensive, high-risk, or high-cost experiences. SimSpray’s ease-of-use and minimal setup requirements make it easy to capitalize on VRSim’s research, insights, and experience with innovative technology by offering rapid deployment, mobility, and accessibility. SimSpray is the most efficient virtual reality training tool designed for painters and coaters, offering numerous benefits for international education and industry organizations. First released in 2011, VRSim continues to improve SimSpray with additional processes, parts, training content, and software and hardware updates.

For more information about SimSpray products and training capabilities visit: https://www.simspray.net/

About VRSim:

VRSim is an architect of interactive training tools for skilled trades. VRSim reimagines industry tools for skilled trades training, including welding, spray painting, construction, manufacturing, and robotics. VRSim’s products are used in training and education programs for high schools and technical colleges, vocational training programs, workforce development initiatives, and global leaders, including The Boeing Company, American Honda Motor Company, Fiat Chrysler Automobiles, Caterpillar, Daimler, Saint Gobain, the International Union of Painters and Allied Trades (IUPAT), the U.S. Department of Defense, and the U.S. Navy. For more information, please visit https://vrsim.com/.

VRSim Contact:

Sara Blackstock

VRSim, Inc.



Meet VRSim at the VR/AR Global Summit Nov 1-2!

Pico Interactive and LIVR bring the world’s first VR streaming service for theatre and the performing arts

Attend the VR/AR Global Summit Nov 1-2 to see the latest from Pico Interactive and other VR providers!

Wandsworth Council has teamed up with LIVR - the world’s first VR streaming service for theatre and the performing arts - and VR headset maker, Pico Interactive, to offer Nine Elms residents exclusive access to their very own on-site virtual theatre.

The first-of-its-kind pilot programme will see an eight-seater virtual reality theatre experience installed at the R.O.S.E. Community Centre on the Savona Estate in Battersea this autumn. The initiative will utilize the LIVR platform to make theatre more accessible; increasing local residents’ engagement with performing arts. 

Using standalone Pico headsets, visitors to the centre will be able to get access to content from the LIVR library where they can experience great live performances on-demand in stunning 360° VR - completely free of charge.

The extensive content library will feature new works from emerging artists and critically acclaimed productions, performed in theatres, festivals and unique spaces across London and around the country. The fully immersive viewing experience will transport users into the front row to enjoy the performances as if they were sitting in the audience at the live shows. 

I’m thrilled that theatre shows are coming direct to local residents through this incredible virtual reality experience. As arts and culture grows in Nine Elms, it’s fantastic that we can bring performing arts into the heart of the community and I hope as many Nine Elms residents as possible sign up to put a headset on and watch a performance.
— Councillor Steffi Sutters, Wandsworth Council’s Cabinet member for Community Services and Open Spaces
We’re really looking forward to starting regular VR viewing nights, which, alongside our new Community Theatre Tickets scheme in partnership with Battersea Arts Centre and Theatre 503, will offer residents plenty of affordable ways to enjoy live theatre this autumn.
The opportunity to participate in ventures like this and align ourselves with pioneers in the VR space is part of our DNA at Pico Interactive. We build hardware and offer an unparalleled level of service with the goal of helping our partners reach their visionary goals. This is an exciting time in Virtual Reality where people can be transported into unique worlds or experience live content as if they were there, that perhaps, they wouldn’t have an opportunity to do so otherwise.
— Leland Hedges, Commercial Director, Pico Interactive, EMEA

The experience was successfully trialed at the recent Nine Elms Happy Streets festival, and it will begin operating on a weekly basis from Wednesday, 25 September. It will be open to local residents of all ages and is part of Nine Elms' wider cultural strategy aimed at increasing the community's access to, and engagement with, the arts through an ongoing programme of events and initiatives. 

For more info contact Logan Parr logan@pico-interactive.com

About Nine Elms

Nine Elms has always been a critical part of London’s landscape. Its past is one of commerce and industry, its future is of enterprise, art, culture and living. The Vauxhall Nine Elms and Battersea ‘opportunity area’ sits between Chelsea and Lambeth bridges, including Vauxhall & the Albert Embankment to the east and Battersea Power Station to the west.  

The area is being regenerated by two London councils working together; Wandsworth and Lambeth. The development programme is extensive, including a two-station extension of the Northern Line, new parks and schools, and new access to the Thames River Path.  Development partners are building homes, the new US Embassy, a brand New Covent Garden Market, business premises, shops and spaces for cultural exchange.  

Over 25,000 jobs are being created across the opportunity area, which offers over 6.5m sq ft of commercial space and high-quality locations to accommodate new and existing businesses.

The vision is a long-term one; to transform one of the capital’s last remaining industrial districts into an amazing place for Londoners old and new to call home. Today’s reality is an exciting one; new spaces and places coming to life every day.   

How Lockheed Martin is Modernizing Manufacturing with Scope AR resulting in 35-99% ROI

Participate in the VR/AR Global Summit Nov 1-2 in Vancouver to meet aerospace companies like Boeing and others.

Lockheed Martin is an American global aerospace, defense, security and advanced technologies company. Using Scope AR’s WorkLink augmented reality platform, they are able to greatly improve efficiencies and save time on the shop floor for multi-billion dollar space programs. They have seen a 35-50% reduction in overall technician time, a 90-99% reduction in time to information, and 85% reduction in the overall time needed for training.

After its highly successful implementation of WorkLink to improve workforce training and spacecraft manufacturing procedures, Lockheed Martin is now deploying Scope AR into all four of their business units across a broad variety of use cases.

More info  http://www.scopear.com

Solving retail footprint with Finger Food's AR solution and Microsoft Azure and Hololens. Case Study: outdoor retailer MEC

Meet Finger Food and Microsoft at the VR/AR Global Summit Nov 1-2 in Vancouver !

Finger Food Advanced Technology Group recently partnered with outdoor retailer MEC to solve an age old problem. How do you fit a full range of tents into a limited retail floorspace? The product is out this Summer.

Finger Food co-developed a solution that solves the problem of how to showcase the company’s vast range of tents without taking up valuable real estate. 50 assembled tents would easily take up the floor-space of a typical MEC store!

Using its proprietary Photogrammetry rig and Azure-powered data processing pipeline, Finger Food created an Augmented Reality app that works on mobile devices and is adapted for the Hololens.

An app that showcases highly realistic, life-size ‘virtual’ tent models that communicates key product information such as size, capacity, and aesthetics. This is all viewed through an augmented reality viewer or Hololens, allowing customers to quickly make tent buying decisions, without necessarily setting foot in the store.

More info https://www.fingerfoodatg.com/mec-retail-innovation

Meet Finger Food and Microsoft at the VR/AR Global Summit Nov 1-2 in Vancouver !

FounderTalk: Idea Behind Varwin for Virtual Reality is to enable easy creation of VR experiences

Alex Dovzhikov, the founder of Varwin, shares the idea behind Varwin Reality Management System:

“I believe that the world changes when people gain control of the information they own, instead of relegating it to a programmer. One day creating VR experiences will become as easy as creating websites with WordPress, Tilda or Wix. And I am talking about difficult projects with complicated scenarios and logics: in some years everyone will be able to create a professional VR training, an educational course, an adventure game or a new world with its own rules and storylines.

The USP of Varwin is the simplicity that allows to build and manage any professional VR project. There are various VR tools on the market: engines, drag-and drop tools for casual users, SDKs and plugins. Unlike engines, Varwin allows developers to produce reusable VR projects, which makes it an easier and faster tool. Unlike simple drag-and-drop tools for casual users, Varwin allows to manage and create a much more difficult scenario with much more interactivity.

Here are the 3 tips Alex would give to other startup founders:

1, Planning is way more important than plans themselves. This process brings a lot of insights and creates a knowledge base that is even more important than plans. If you haven’t planned it, most probably it will not be done.

2. Work with people, not companies or projects. When you see your clients, investors, and employees as partners and find the right people, everything works out better than you would normally expect.

3. Try and test: it’s better to fail once than stay in doubt forever.”

More info varwin.com

Come see Varwin at the VR/AR Global Summit Nov 1-2 in Vancouver !

The VR/AR Association's Defense and Intelligence Committee aims for Collaboration

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR solutions for Defense.

The ongoing mission of the VR/AR Association (VRARA) Defense and Intelligence Committee is to bring together industry, government and immersive technologists to collaborate on standards and use cases, according to VRARA’s DC Chapter Vice President Sophia Moshasha.

The defense and intelligence committee held its launch event in Washington DC in April, with almost 100 attendees amassing to discuss the development and implementation of VR technology within mainly maintenance training, wargaming and battlefield training.

Several particularities of intelligence and defense dictate a different approach going forward for the DC chapter than others within the VR/AR Association might take, according to Moshasha.

Virginia-based VR experience creator Brightline Interactive, where Moshasha works as director of immersive platforms alongside managing principle and DC Chapter President Tyler Gates, has worked with several government agencies over the past 15 years, most notably an emergency management agency on flood simulations used to raise awareness among and communicate issues to community leaders.

In her work at Brightline, Moshasha and her colleagues have learned that “government agencies want to prove out the technical capabilities of VR fast”.

She says: “They want a quick turnaround in the research and development and rapid prototyping, so they can start investing in building out this immersive ecosystem.”

The defense and intelligence professionals attending the event April, particularly those from Department of Defense contractors such as Booz Allen Hamilton, also needed the committee to have a Washington DC presence.

Moshasha explains: “It made sense to host the committee here. That’s not to say that the committee doesn’t have global appeal, but in order to attract the defense players, we needed a physical presence here in DC to draw them in and get their hands on the tech. That was the purpose of the launch, and we’re planning similar events.”

The end goal is to get defense and intelligence professionals involved in shaping future initiatives for immersive technology.

“Our major goal is to set the standards for the creation and implementation of virtual environments within defense and intelligence, and the only way we’re going to do that is with collaboration between government, industry and the makers of the technology.”

“That’s what I’m trying to do—gather those three groups to collaborate on standards and research, and have that one voice. I think the VR/AR Association is a great place for industry to develop those standards of practice.”


Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR solutions for Defense.

CBC News reports on Geopogo using Magic Leap to showcase how Augmented Reality will change how we plan cities!

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Geopogo software and Magic Leaps headsets was used to showcase to the public a where an inner city hospital could be located. This controversial site spurred much conversation and gave community leaders the opportunity to see what an inner city hospital would look like and the benefits it would have.

AR technology will transform how we design and present cities to the public by showcasing potential futures.
— Mike Hoppe, Geopogo

People with autism face special risks dealing with police. This virtual reality program could help

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR solutions for your use case!

VR Floreo VRARA.jpg

By Rita Giordano

Skylar Armstrong, a 17-year-old high schooler from North Philadelphia, has been fielding a lot of attention from police lately.

Officers on the beat have been peppering him with all sorts of questions: “What are you doing here?” “Can you tell me your street address?” “Can you show me your ID?”

But Skylar hasn’t been perturbed by any of this. Quite the contrary.

“It’s fun,” said the student at Jules E. Mastbaum Area Vocational/Technical School.

He is part of an ongoing, $1.7 million federally funded study that one day may affect how young people like him learn. It may also save lives.

Skylar, who is on the autism spectrum, is learning how to interact with police officers through the use of virtual reality. The Children’s Hospital of Philadelphia’s Center for Autism Research (CAR) and the creator of Floreo, an immersive viewing/education system, are examining whether virtual reality can be an effective tool to teach people with autism how to respond to law enforcement officers they may encounter in the real world.

A 2016 Florida case that almost ended in tragedy was the inspiration for the Floreo system. In an incident that drew national outrage, a North Miami police officer fired three times at an autistic man holding a silver toy truck, which the officer said he mistook for a weapon. The shots missed the autistic man, but struck and wounded his caretaker, who was on the ground with his hands raised, shouting at the officer not to shoot.

Many police officers receive training in dealing with emotionally disturbed people. However, far less common is instruction about autism, the fastest growing developmental disability in the United States. A person with autism may not make eye contact or even look away in an uncomfortable situation. To a police officer, that may seem to be evasive. The person with autism may not answer a question or even have the verbal capacity to answer the question. Or put hands in the pockets, possibly leading an officer to think they’re concealing something, or worse, going for a weapon. Or may simply walk away, even after being told not to. Any of that can end in disaster.

A really useful tool

Virtual reality training, researchers hope, can help people with autism learn to handle difficult encounters. A virtual encounter with an officer has the person with autism getting experience being questioned — What are you doing here? What is your name? — and give appropriate verbal responses. (Some programs go so far as to advise people with autism to come out and say it to an officer.)

“A virtual interaction is a really useful tool because people on the spectrum need more practice than other people, and police officers are not readily available to handle that,” said Joseph McCleery, a lead researcher with the study and executive director for academic programs in the Kinney Center for Autism Education and Support at St. Joseph’s University.

For people on the autism spectrum, technology can be an especially appealing way to learn.

“Ever since the first computers came out and people with autism were very drawn to them, people have been trying to figure out what it is about technology that’s so motivating for people with autism spectrum disorder,” said Julia Parish-Morris, another leader of the CAR study and a research assistant professor of psychology with Penn’s Perelman School of Medicine. “Maybe it’s that technology is more predictable. It’s a more controlled way to learn. Other people have said it’s about novelty — trying new stuff.”

Still others have suggested that technology, as a means of learning and communication, acts as a bridge for people on the autism spectrum — an engaging, comfortable link between the autistic brain and the neurotypical world.

Research has found that technology-based learning can be appealing to people with ASD for several reasons. It’s consistent. It can provide a specific focus of attention that reduces distractions from extraneous sensory stimuli, as well as freedom from social demands.

And as Skylar, a video game aficionado, found, virtual reality can be a lot of fun.

A virtual bridge to real communication

Manoj Ravindran thinks so, too. A few years ago, Manoj, then a 6-year-old with ASD from the Washington area, was so intrigued by Google Maps and navigation that his father, Vijay Ravindran, a software engineer and former Amazon engineering director, introduced him to virtual reality.

“He really enjoyed that, and he started engaging in pretend play, which was a big developmental milestone that is often delayed with kids with autism,” said Ravindran, a member of the board of managers of the Lenfest Institute for Journalism, which owns The Inquirer.

That led Ravindran and Manoj’s mother, Vibha Sazawal, a computer scientist, to develop Floreo. Manoj, now 9 and an enthusiastic partner in Floreo, helps introduce other children to VR at exhibitions. The Floreo system has been put to use as a learning tool in schools, autism programs, and homes.

Concern about the safety of her son and young people like him helped convince Skylar’s mother, Sheila Armstrong, to have her son take part in the study.

“I have an African American male teenager,” said Sheila Armstrong, a city probate clerk and education advocate. “It’s scary because my son is special needs, and I didn’t know if he knew how to react if he was stopped and frisked. If you look at my son, he looks like a million other African American boys.”

Armstrong said her hope is that the study can be a learning experience for people with autism as well as for police.

“I look at this as one of many tools that can be used to bridge communication and understanding for both groups,” she said.

Even though police training is not a goal of the study, Capt. Michael O’Donnell, commanding officer of Philadelphia’s 17th Police District, saw its potential for both police and people on the spectrum, and got his officers involved.

“It’s giving them good training and cues to look for when they’re dealing with people with autism,” O’Donnell said. “Instead of escalating a situation, they can recognize those cues and actually de-escalate a situation more quickly.”

In the study, participants on the spectrum are randomly assigned to one of two groups. The VR group gets three Philly-centric lessons with the Floreo device. The other group also gets three lessons, but with more conventional materials, such as a video, verbal instruction, and worksheets. Each then gets to practice what they’ve learned with a real police officer.

This summer, the study is being conducted at CHOP, but the plan is to expand it to such community settings as schools. The researchers are still looking for participants, age 12 to 60, and partner institutions for both legs of the study.

“Our hypothesis is not that VR will be better for everybody,” Parish-Morris said, “but that these different programs will help different people.”

If so, this study may be able to show that virtual reality can also be a promising tool for people on the spectrum to learn other skills.

Skylar, who is in his Kensington high school’s culinary program, said he’d like to try virtual reality cooking lessons.

His mother wonders whether virtual reality might be a safe way to start learning the basics of another skill Skylar is eager to acquire: driving a car.

For now, though, Skylar seems to have gotten a kick out of his law enforcement learning experience. Even before the study, he was a fan of such cop shows as Blue Bloods and Criminal Minds, and he has chatted with the officer at his high school.

“He knows a lot about police officers,” said Linda Nagle, one of the officers helping with the study. “I was impressed.”

And young people such as Skylar may have their own lessons to share.

“That’s why I told him, ‘Son, it’s important for you to do that study,’” Sheila Armstrong said. “'You see the world differently, and we need that.'”

Individuals and families interested in participating in the study can contact Lucero Cordero at CORDEROLE@email.chop.edu or 267-425-1152.

For more info see floreotech.com


Virtual Reality Changing Rehab

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR in Healthcare!

By Eran Orr of XR Health

There is an old joke in the medical world about minor surgery—it is only minor if it’s being done on someone else. The same thought can also be applied to rehab.

It is generally positive to hear that someone is in physical rehab (which, of course, is short for rehabilitation). It conjures up the notion that they are on the mend and working towards a full recovery from whatever condition that ails him or her. But we sometimes forget the real drudgery that rehab entails. It can be tedious and painful to manage injury and promote recovery.

It can involve infrared radiation, laser therapy, massage, and manual resistance training. It can involve physicality; swimming, use of chairs, exercise balls and even stairs. And it can involve utilizing intricate equipment-- electrical devices, heat, ultrasound or even stimulating the patient’s body manually using body contact.

But now, it can also involve Virtual Reality (VR) technology which, at its most basic, provides the opportunity to incorporate encouragement and fun into the rehabilitation process. For example, with the use of a VR headset, a virtual environment is created to help patients suffering from pain and injury. Patients exercising their lower limbs on a treadmill can find themselves experiencing a walk in the park or countryside.

VR has been used successfully to treat stroke victims, walking disorders and back pain. A study conducted in 2015, featuring 15 trials with 341 participants, shows that VR actually helped patients regain mobility after experiencing a stroke. Some of the stroke victims underwent only traditional rehabilitation. Others underwent rehabilitation augmented with VR experiences, either shown videos through a VR headset or placed in “simulated settings” while performing a basic exercise like walking. Researchers concluded the data showed that VR created a statistically significant improvement in “walking speed, balance, and mobility,” the metrics used to determine whether a patient was recovering efficiently.

Alas, naturally, it follows that rehab “assignments” can be turned into a video game-like experience through the use of VR headsets. This is happening because we are learning that those folks aged 50 or over are becoming more accepting of video and computer gaming. Technology doesn’t freak seniors out perhaps like it once did. So it is becoming easier to sell them on the use of VR and its close relative, Augmented Reality (AR), for their rehab efforts.

Why is this important? As an example, for those with limited mobility, practicing walking skills can get boring pretty quickly. Adding the elements of “keeping score” and/or “competition” has proven to help patients engage in their exercises and treatments. The experience generally becomes more dynamic and enjoyable. VR has been shown to spike a user’s motivation. This motivation improves a patient’s motor learning and coordination skills when doing physical therapy. Patients are more likely to put in a greater effort. And, perhaps most importantly, VR allows physicians to stimulate a patient’s brain, as well as their body. Being able to see an “avatar” that depicts the movement of patients (while they are moving) helps stimulate the motor cortex in the brain that produces the movement. And this “observation loop” activates the brain regions damaged by a stroke.

Pain management/reduction is another area where VR therapy is changing attitudes and may even someday reduce the reliance on painkillers to help people get by. New evidence shows VR can be used to help people their brain from processing pain. Studies have discovered that the parts of the brain linked to pain are much less active when a patient is immersed in virtual reality. It becomes a coping mechanism for the patient with the pain and, eventually, helps overcome it. The end result of pain reduction is a faster recovery process, thus shortening the length of a patient’s stay in the hospital, which in turn lowers healthcare costs.

From a futuristic standpoint, the therapeutic and rehabilitative potential of VR will be demonstrated by what’s known as computer assisted rehabilitation environment or CAREN. Down under, in Australia, engineers are developing “virtual” environments such as city streets in order to help researchers calculate the motion of a person’s limbs while walking along the streets, mimicking a real situation thus creating an appropriate response to it. CAREN is has a particular application in the world of sports, with in-depth studies taking place in muscle and joint function in the human body and how diseases or injury affect motor performance. CAREN can accurately evaluate how people generate joint motion pre- and post-operatively. It is possible now to look at how a joint replacement is affecting a person’s ability to move a joint after surgery, or how a stroke patient’s balance and fall risk is affected by rehabilitation.

VR is a major part of all of these are all technological advances leading to concrete improvements in the medical treatment and management of diseases and conditions that were previously thought to be unmanageable. Physical therapy and rehab are very important health restorative procedures and there are many more discoveries to be made utilizing VR. Used either in isolation or in combination with other treatment procedures, VR will continue to help manage many of the injuries and conditions that befall human beings. Even better, as VR technology keeps advancing, physical therapy and rehab will become a more engaging, fun and thrilling experience.

For more info, see www.xr.health

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR in Healthcare!

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.

This VR use case has the potential to save retailers millions of dollars!

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR in Retail!

Pixel Framers specializes in photo-realistic mobile VR solutions for the AEC, retail, and entertainment industries. They produced this piece for free for the Raspberry Pi Foundation to both promote their new retail store as well as demonstrate Pixel Framers’ mobile VR capabilities. The entire demo was built from scratch for mobile VR (Oculus Go, Gear VR, Google Cardboard) using only photos available online.

Following completion of the demo Pixel Framers was able to visit the Cambridge, U.K. store in person and compare. Pixel Framers believes this type of use case has the potential to save retailers millions of dollars by optimizing the store design and layout processes as well as improving and streamlining staff training/on-boarding.

More info: http://www.raspberrypi.org/blog/take-a-virtual-reality-tour-of-the-raspberry-pi-store/

Contact: Rob Chinery rchinery@pixelframers.com

Checkout Imagination Park's AR Activations including AT&T and the 2019 American Association All Star Game. Now you can use their Self-Service AR Platform for your Events!

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about AR for events!

Imagination Park is launching their Self-Service AR Platform - ImagineAR.com October 1st that allows any company or person to launch an AR mobile Activation in minutes without any technical background.

Any AR Content creator can use the platform to active their AR either by Visual marker or GPS Location.

Below are two recent examples Imagination Park deployed:

AT&T Scavenger Hunt:

2019 American Association All Star Game

If you’re interested in doing an AR activation, contact:

Alen Paul Silverrstieen

CEO & President

Imagination Park


Verizon and VRARA Member meetingRoom Jonny Cosgrove explain why #5G is going to be a gamechanger for Virtual and Augmented Reality

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about 5G and VR/AR!

At the beginning of U2’s Experience + Innocence show, the audience in the stadium saw a blue and white iceberg projected across an 80-foot wide screen. As Bono’s smooth baritone sang the opening words of the band’s set, the five-foot, six-inch Irish singer appeared at the center of the stage. But anyone holding up their phones to the screen witnessed an enormous, electric blue outline of Bono towering over the crowd.

Concerts featuring augmented reality (AR) and virtual reality (VR), like the ones U2 gave on the band’s recent tour, are still at an experimental phase, but many event experts expect the technology will become a regular part of live shows.

Eminem utilized AR at last year’s Coachella festival. After downloading an app on their phones, fans could view his set accompanied by silly and startling images like a plate of the rapper’s mom’s spaghetti overturning on top of them. This year, Coachella built an AR-equipped stage where festival-goers could peek through an app on their phone screens during performances to see spaceships fly through the sky.

“VR and AR are moving with a velocity now,” said Jonny Cosgrove, a former concert promoter who’s now CEO of the VR company meetingRoom. “What’s exciting now is that the end user gets to be the guinea pigs for all kinds of fantastic and immersive experiences.”

Bono said the stadium’s tall, augmented reality version of him was doing the same thing he did when he’d stage dive in the early days of U2: break the stage’s fourth wall to create a more personal connection with the audience. The technology doesn’t require a stadium-size stage to be effective. The New York City-based band Starset had an augmented reality spaceship fly around Hammerstein Ballroom and land onstage.

Not all immersive AR images are as flashy as spaceships, but they still have the power to heighten live entertainment experiences, said Sovanna Mam, the executive producer and founder of Greenfish Labs.

“The goal is not just to use technology for technology’s sake, but to make sure that people can use their phones to do something worthwhile that enhances their experience and makes it smoother,” he noted.

That could mean an AR-enabled app on each festival-goer’s phone that, when opened, points them to the nearest restroom or concession stand. The same tech could also potentially geo-locate friends.

Such experiences also help event sponsors drastically increase user engagement. Verizon previously teamed up with Maroon 5 to give fans the opportunity to do live karaoke at three of their shows. While the band played their first two songs of the show, aspiring singers could film themselves on Snapchat singing along.

Verizon had given away 100 Maroon 5 tickets at those shows. The singalong experience was a way to scale the giveaway’s impact and encourage winning fans to share the video and let everyone know that they had the best seats in the house.

The company views AR and VR as great platforms for connecting with non-traditional audiences. (Verizon  has also teamed up with artist Pharrell Williams to open an Innovative Learning Lab in Virginia Beach, which will teach students about AR and VR, as well as other cutting edge tech.)

AR applications can also be used inside concerts like Coachella, where vendors and sponsors could offer coupons, tickets and other prizes for collecting their AR markers.

The implementation of speedier networks will make many of these applications more widely available, said Mam. “The 5G network is going to be a gamechanger,” he said. “We’re about to see an explosion of VR and AR activations because of 5G.”

Those advancements may seem like an intrusion into a live experience traditionally designed to connect people with music. But mobile screens aren’t going anywhere, emphasized Cosgrove. That’s why the best VR and AR innovators are aiming to create immersive experiences so personalized and realistic you forget they’re happening in a mobile app or wearable device.

“We’re giving people a new means to experience things,” he said. “We’re not trying to change an experience, but enhance it. We want to make sure everyone can have a personal experience, and a great time.”

For more information, see:


U2 discusses augmented reality

Coachella’s AR-equipped stage

Eminem’s augmented reality app

Starset flies a spaceship

Verizon partners with Maroon 5

For related media inquiries, please contact story.inquiry@one.verizon.com


Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about 5G and VR/AR!

VRARA Member Atheer Acquires Flype to Accelerate Augmented Reality’s Adoption in the Enterprise

Come see Atheer at the VR/AR Global Summit in Vancouver Nov 1-2

Acquisition of enterprise grade work platform - one that intelligently and securely connects users with the digital assets they need - will supercharge Atheer's award-winning AR Management Platform

Atheer Inc. announced the acquisition of San Francisco-based digital work platform pioneer Flype Inc.

This acquisition accelerates the development of Atheer’s award-winning Augmented Reality Management Platform by combining Atheer’s existing leading real-time collaboration capabilities with the intelligent digital work and integration capabilities of the Flype platform.

We are seeing an accelerating adoption of AR by enterprises across many industries and business processes. These organizations are demanding AR platforms that have enterprise-grade security and user permission management, robust digital asset management across all their content stores, intelligent and dynamic work instructions on all devices, broad integration capabilities to other enterprise systems, and robust reporting and analytics 

Amar Dhaliwal, CEO Atheer

“With Flype, we have acquired an enterprise-grade digital work platform that significantly extends our capabilities in all these areas. The combination of Atheer and Flype redefines what enterprises can expect from an AR platform.”

Founded in San Francisco, California, Flype’s digital work platform intelligently and securely connects users with the digital assets, work instructions, and resources they need to do their best work.

About Atheer:

The Atheer Augmented Management (AR) Platform is an enterprise-grade AR productivity and collaboration solution designed for industrial enterprises. Atheer was recognized as the Best Enterprise AR Solution at the recent global Augmented World Exposition and Conference, 2019.

Founded in 2012, Atheer provides the only fully integrated enterprise grade solution for contextual work guidance and support which combines secure multi-point video collaboration, integrated step by step work instructions; broad device support (from smartphones and tablets to all major smart glasses); native support for multiple types of interaction (including gestures), detailed dashboards and reporting, multiple languages, and enterprise grade security and availability.

Atheer is being used today by leading industrial enterprises to transform the productivity, accuracy, quality and safety of their industrial workers - providing real and radical business impact. Customers include Porsche Cars North America, Julabo, Massimo, The Clorox Company, Volkswagen Group and the International Air Transport Association.

Porsche Cars North America, for example, publicly reported a 40% reduction in service resolution time in their dealerships using the Atheer Platform. Porsche was recently ranked highest in satisfaction with dealer service among luxury brands according to the J.D. Power 2019 Customer Service Index (CSI) Study.

Atheer is headquartered in Santa Clara, California.

Visit AtheerAiR.com or follow us on Twitter @atheerair.

Atheer Press Contact

Geof Wheelwright

Director of Marketing Communications, Atheer, Inc.


Scape Technologies launches Technology to Power the Next Generation of AR with Computer Vision

Hyper-accurate location, powered by computer vision.

Scape is harnessing AI to allow camera devices to recognize their surroundings, outdoors and at an infinite scale.

Computer vision startup Scape are developing the infrastructure that will allow computers to perceive and understand the environment around them, using a camera. Scape has recently launched technology that allows mobile phones to seamlessly mix the virtual and real worlds, by enabling camera devices to be located to centimetre-level accuracy from a single image. Soon we’ll be seeing games similar to Fortnite or Grand Theft Auto -- but played across the city rather than in online worlds. And London is the first city in the world to get the service.

The potential of this new infrastructure has already got some of the largest telecoms and handset manufacturers excited as they race to make the most of the potential of the new 5G mobile broadband services.

This is the first stage of Scape Technology’s mission to unify the real and virtual worlds, by enabling machines to understand their physical surroundings. Unlike satellite-based GPS, Scape’s technology allows any camera device to be located with centimetre-level accuracy across the city centre from a single image.

This technology has the potential to unleash a whole new industry of mixed reality applications, with London at its heart. Because the technology allows a device to understand it’s real world position to a greater degree of accuracy than existing methods, augmented content can be anchored to exact locations. This allows a user to experience persistent content, paving the way for never-before-possible use cases; be that the next Pokemon Go of AR gaming; allowing architects to visualise their designs standing tall in the skyline or enabling a new-age of interactive tourism experiences.

Scape’s SDK- ScapeKit is now openly available for use across central London. Developers can sign up for access at www.scape.io ...and it’s FREE

View video here https://vimeo.com/345434725

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.”

Screen Shot 2019-07-29 at 5.39.21 PM.png

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: http://m.kaon.com/c/cl

Learn more about CenturyLink: https://www.centurylink.com/business.html

“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 www.kaon.com.

Media Contact for Kaon Interactive

Ryan McKenna


(781) 749-0077 x21

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 info@imagine-4d.com