Amazon is adding second Vancouver office and the VR/AR Global Summit is taking place in Vancouver

Reserve your spot at the VR/AR Global Summit in Vancouver here

Vancouver’s technology sector has grown leaps and bounds over the past decade and today stands toe-to-toe with legendary centers of innovation like Silicon Valley and Seattle. In short, we’re on the cusp of a VR/AR explosion, and Vancouver is a major player.

Amazon got Canadians excited by announcing it’s opening a second corporate office in Vancouver — and planning to double its staff headcount in the city, adding 1,000 additional jobs by 2020.  In fact, BC is Canada’s leading tech hub with the fastest growing technology sector in the country, which employs upwards of 150,000 people. This development is thanks in large part to the rise of VR and AR. So far, VR/AR enterprise has created 17,000 jobs and driven more than $2.3-billion in revenue for the province.

So, in addition to Amazon's growing presence in Vancouver, here are more reasons why come to the VR/AR Global Summit in Vancouver: 

Reserve your spot at the VR/AR Global Summit in Vancouver here

VRARA member BioInteractive Technologies joins Techstars 2018

 
 

Vancouver, BC Canada - International startup accelerator Techstars announced today that Vancouver technology company, BioInteractive Technologies (BIT), has been accepted into their preeminent international new Techstars Anywhere program, where less than 1% of applicants were accepted.

Vancouver has long been known as “Silicon Valley North”. In 2017 Vancouver started seeing a rise of accelerators taking note of the Vancouver tech industry, attending such local events like Vancouver Startup Week where BIT’s founders first met with Techstars.

BioInteractive Technologies (BIT), provides a seamless and intuitive platform for a gesture-recognition wearable called TENZR. "Ubiquitous spatial computing Spatial computing (Virtual, Augmented and Mixed Reality) is upon us and we need to expand beyond the hand-held controller, like mouse, keyboard, voice control and camera-tracking systems to include unconstrained gesture recognition!" Says BIT’s CEO, Lukas-Karim Merhi “We are humbled and honoured by Techstar’s acceptance and can’t wait to have access to their network of amazing founders, mentors, and investors. This will allow our company to achieve our vision to become the leading wearable in gesture recognition, and the de-facto controller of the next decade” says Merhi.

 
 

Merhi also notes that without the help of the Vancouver VRAR Association's Director Tony Bevilacqua and President Dan Burgar, who connected Merhi to Techstars, he would have missed out on the opportunity to apply to their accelerator program altogether. 

Techstars Anywhere is a relatively new program, now in its second year of operations. Historically Techstars founders were relocated to the US for their intense coveted program. However, newly formed virtual based Techstars Anywhere now brings the power of the Techstars network to the founders #Anywhere. Founders follow the proven Techstars approach to accelerate their business & #domorefaster. Techstars has made an investment in capital, time & network with biointeractivetech.com.

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BIT has been in operation since 2015 and is led by Lukas-Karim Merhi (CEO), Gautam Sadarangani (CTO) and Jose Fernandez Villasenor (COO), and currently has a team of 8. BIT has developed TENZR, an accurate, calibration-free, hands-free, camera-free, wrist-worn gesture recognition controller compatible with any Bluetooth enabled devices.

Techstars is the worldwide network that helps entrepreneurs succeed. Techstars founders connect with other entrepreneurs, experts, mentors, alumni, investors, community leaders, and corporations to grow their companies. Techstars operates four divisions: Techstars Startup Programs, Techstars Mentorship-Driven Accelerator Programs, Techstars Corporate Innovation Partnerships, and the Techstars Venture Capital Fund. www.techstars.com

For more information on either company, please contact:

Lukas-Karim Merhi, CEO of BioInteractive Technologies lukaskarim@biointeractivetech.com, 778-883-6443

Joanie Kindblade, Techstars Media, joanie.kindblade@techstars.com

2017: A Year in Review (Vancouver Chapter)

Where did all the time go?! 2017 was a busy year for VRARA Vancouver, as our first full one year as a chapter in Vancouver. As a chapter, we hosted 6 events in total with 60 new VRARA members.

Vancouver is making a name for developing into a global hub for VR/AR/MR – serving as a home to 130+ innovative companies in this space. We are proud of this homegrown talent, and in 2017 we created VR/AR Ecosystem Map to showcase our local ecosystem. Our first version was launched in Fall 2017, and we plan to update it every quarter – if we missed you in this version or have any suggestions, give us a shout!

 
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We kicked off the year with a sold out event, VR/MR: Beyond Gaming, which took place at the TELUS Garden Flex Space on February 23rd. Kharis O’Connell, author of Designing For Mixed Reality, led the keynote speech on practical usage of VR/MR. Immersive technology is best known to mainstream audience for its usage in gaming. We wanted to break this shell and discuss further on the possibilities of integrating virtual and mixed reality not just in business, but also in our daily lives in the near future.

 
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Read more on VR/MR: Beyond Gaming

Consumer Virtual Reality (CVR) can’t be missed when discussing immersive technology in Vancouver! CVR 2017 expanded into three whole days after it received overwhelmingly positive response in its inaugural year in 2016. Oh, and did we mention after party? VRARA Vancouver hosted the Official CVR Industry Day After party on May 5th at the Roxy. The night was filled with sips and bites, networking, Mega McGrath’s live painting auction for the Canuck Place Children’s Hospice, and a performance by Alex Maher.

 

VRARA Vancouver hosted the Official CVR Industry Day afterparty with industry professionals and thoughtleaders from around the globe.

 

More than before (especially with Apple ARKit launch this year), we’ve heard business discuss more on how they are integrating immersive technology to enhance consumer engagement. We’re already seeing plenty of big players like GE, NASA, IKEA, BMW, Verizon and more getting a head start on VR/AR. Our event Branding For the Future hosted at Hootsuite HQ on September 28th was just about that. We had Alan Smithson, CEO of MetaVRse, and Mira Leung, lead in Google ARCore team, discuss how businesses can start strategizing now to get ahead of the game before the technology becomes mainstream.    

 
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Read our highlights and watch the keynote and panel discussion.

Last but not least, we wrapped up our year with Growing Innovation: Investment Opportunities for VR/AR on November 30th at BCIT Downtown Tech Hub. By 2020, VR/AR will be a $150billion industry and with Vancouver leading the charge, we wanted to start a discussion on how to venture into this rapidly developing ecosystem. We brought together VR/AR thought leader Tom Emrich from Super Ventures, along with expert panel fireside chat with notable investors and tech executives, and finish with a round of 10 lighting pitches from local VR/AR startups – something we’ve done for the first time!

 

Highlights from our event held by the VRARA Vancouver at BCIT Downtown, Nov 30th, 2017. Our keynote was Tom Emrich from Super Ventures.

 

A lot has happened in the VR/AR/MR industry globally in 2017. Here are some highlights from what’s happened right here in our city of Vancouver.

Vancouver’s first ever VR film festival (YVRFF) was a huge success with a sold out weekend.

 
 

Chapter President Dan Burgar represented the VR/AR tech sector with Archiact / VR AR Association at the United Nations Peacekeeping Conference.

 
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Motive.io successfully won the contract of $482,000+ through the Government of Canada to bring Canada's history to Ottawa.

 
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Microsoft President Brad Smith promoted Vancouver as a virtual reality 'supercluster.'

 
 

BC Tech launched The Cube, Canada's First Virtual, Augmented, and Mixed Reality Hub.

 
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LNG Studios worked with Concord Pacific on their Brentwood development project and used virtual reality to showcase the new condos before any were built.

 
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VRARA Vancouver would like to thank you all for being part of our community and making all this happen in 2017! We are working on many exciting ways to bring value to our members in 2018 so stay connected through our social channels and subscribe to our monthly newsletter. If you would have any suggestions or feedback, please contact Chapter President Dan Burgar at dan@thevrara.com.

 
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Vancouver is the #1 VFX Global Cluster and a "Gold Mine" for VR AR

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As one of the most creative cities in the world, Vancouver is home to thousands of world-leading Film, TV, VFX, Animation, and Video Game companies

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When it comes to Digital Entertainment & Interactive (DE&I), these days the buzz is all Vancouver. Why? Because the city has the perfect ecosystem for harnessing digital potential — namely a strong artistic and creative workforce, thriving research and educational support, government incentives, an enviable location and more

Vancouver is recognized for its wide talent pool, proximity to other global creative hubs, solid industry infrastructure, competitive tax credits, and ability to attract and cultivate top tier talent.

So what is DE&I anyways? It is a term used to describe one collective, impactful industry that includes various screen-based sectors such as, Visual Effects (VFX) & Animation, Film & TV Production, Video Game Development, VR and other Interactive Media who rely on similar infrastructure, talent and technology to create quality content.

Notable highlights

  • Vancouver’s DE&I industry includes close to 1,000 businesses. The industry generates more than 40,000 jobs in Vancouver, contributing billions in direct GDP to the city’s economy.
  • Vancouver is the third largest Film & TV production centre in North America.
  • Vancouver has one of the top Video Game clusters in the world — one that includes major publishers such as, Electronic Arts (EA), Microsoft, Capcom and Nintendo.
  • Vancouver has the largest cluster of top VFX and Animation studios in the world, including Sony Pictures Imageworks,Industrial Light & Magic (ILM)MPCDouble NegativeDHX MediaAnimal Logic and Bardel Entertainment.
  • The city’s reputation as a DE&I powerhouse has made way for prestigious conferences to call Vancouver their host city. SIGGRAPH, the premiere international event on computer graphics and interactive techniques that attracts close to 15,000 attendees, held their conference here on two occasions (2011, 2014) and have confirmed they’ll be back for the 2018 edition.
  • Homegrown conferences and festivals from the DE&I sector continue to emerge and gather impressive crowds year after year. The Vancouver International Film Festival (VIFF), SPARK FXExternal Development Summit (XDS), and Canada’s largest VR conference, Vu are a few examples of local events that attract a global audience.
  • With close proximity to Los Angeles and Silicon Valley, longstanding, stable and generous/competitive tax incentives, and a community that nurtures creativity, Vancouver makes the ideal locale for any DE&I project.

 

Competitive advantages

Being part of Vancouver’s Digital Entertainment & Interactive hub means:

Tapping into a home of creativity

Vancouver’s creative talent pool runs deep, cited by many Vancouver studios as one of the top reasons for doing business here. The city offers producers the ideal place to work: a friendly, networked community with an outstanding quality of life as well as access to homegrown and international talent.

Drawing on its educational institutions and industry know-how

Vancouver’s major post-secondary institutions are all engaged in the industry providing outstanding facilities, training and research that support the sector. An example of such a facility is the Centre for Digital Media (CDM). Jointly owned by the University of British Columbia (UBC)Simon Fraser University (SFU)British Columbia Institute of Technology (BCIT), and Emily Carr University of Art + Design, the Centre offers a unique Master’s degree that prepares digital media professionals with advanced skills and critical management training.

Belonging to the city’s digital districts

Vancouver, renowned for its unique blend of residential, commercial, arts and cultural space, is the perfect environment for DE&I — where science, technology and art meet. Most DE&I studios and facilities are located within one of the six digital districts- Gastown, Railtown, Yaletown, Mount Pleasant, Downtown and Kitsilano . Here, cross-collaboration and strategic relationships develop through the day to day activities of the tight knit community as well as through industry association events and social gatherings.

Capitalizing on its geographic benefits

Vancouver’s ideally situated near other key industry-related locales, namely the Los Angeles entertainment industry, the tech centres of Seattle and San Francisco, with strong markets for services in Asia.

Beyond these benefits, there’s also the live/work/play effect. Being able to do all three in Vancouver’s vibrant digital districts lends itself to a happier, more creative and more productive workforce. Less commute time means more time for work — and recreation to the city’s mountains, ocean, green space, fitness centres, yoga and more. It’s something we like to call the Vancouver lifestyle benefit.

Industry Snapshot

  • Vancouver’s DE&I industry includes close to 1,000 businesses.
  • Vancouver is the third largest Film & TV production centre in North America.

  • Vancouver has the largest cluster of the world’s top VFX and Animation studios

  • Vancouver has one of the top Video Game clusters in the world

  • The DE&I industry generates more than 40,000 jobs in Vancouver, contributing billions in direct GDP to the city’s economy

Competitive Advantages

  • Deep, highly creative, talent pool from Canada and overseas

  • Close proximity to Los Angeles and Silicon Valley

  • Longstanding, stable and highly competitive tax incentives

  • A stimulating and beautiful natural environment that inspires creativity

Research

Source

Why Metro Vancouver has Become a World Leader in Virtual and Augmented Reality

Reserve your spot for the VR/AR Global Summit taking place in Vancouver!

As resident genius, gadgeteer, and early leader of superhero collective the Avengers, Tony Stark—or Iron Man, to his adversaries—is one of Marvel’s most powerful creations. Portrayed by Robert Downey Jr. in several big-budget Hollywood adaptations, the character has a rough-around-the-edges charm that pushes his team to conquer everything from nomadic warlords to open wormholes.

Despite Downey’s effortless charisma, though, it’s not Stark who captures audiences. It’s his suit.

The key to his armour is the helmet. The full-head protector allows Stark to look at his surroundings while it projects important information into his field of vision. Digital graphics let him view his suit’s condition, aim weapons, operate radar, and place himself on a map, all while transparently seeing the real-world around him.

To those acquainted with the rise of virtual and augmented reality—VR and AR—it’s a familiar idea. Stark’s headgear is a sophisticated augmented reality headset.

According to Bill Tam—former president of the B.C. Tech Association, a nonprofit that promotes the interests of the technology industry to provincial lawmakers—Iron Man’s visor, or at least glasses like it, will become commonplace in years to come.

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“I’ve always been a big fan of Tony Stark, just in terms of the way that Marvel portrays how he manipulates information as Iron Man,” he tells the Straight with a laugh, on the line from his Vancouver office. “It seems very futuristic, but we’re already getting there. Augmented reality in particular, for me, is a powerful tool, because you don’t lose perspective on what’s going on in the world. Ultimately, we should be able to see information hanging in space, not just on two-dimensional screens. What excites me about it is how fast it’s developing.”

Even three years ago, virtual reality (a technology that displays an immersive, computer-generated world through a headset) and augmented reality (a medium that enhances the real world with digital graphics) were both very rudimentary concepts. Save for a brief appearance in the ’90s as cumbersome arcade games with choppy animations, VR was a kooky fantasy that belonged to futuristic flicks like The Lawnmower Man, and AR was as outlandish as flying cars or hoverboards.

The past few years, however, have spurred a renewed interest in the technology. Augmented reality was first to break into the mainstream with the ill-fated Google Glass: the slightly-too-large spectacles banned from casinos and movie theatres for their capability to record video surreptitiously. Next came Snapchat filters—a part of the app that lets individuals overlay graphics and distort their faces on their phones—and Pokémon GO, a game in which cartoon characters pop up on phone screens as players point their cameras at real-world locations. Now AR is intelligent enough that, by wearing a wireless headset, users can lock a three-dimensional hologram in space, and manipulate it by moving their fingers in the air.

Virtual reality was not far behind. Google Cardboard was released in 2014, which encouraged early adopters to put their phone in a small box and watch 3-D videos. Samsung’s Gear VR added controllers to the setup, but the biggest advances came two years later. Facebook-owned Oculus Rift, HTC Vive, and Sony PlayStation VR all launched computer- or console-based headsets capable of tracking a person’s movement in minute detail with mounted cameras. That technology created immersive and responsive worlds that are terrifyingly realistic.

With the technology a pipe dream no more, studies project that the virtual and augmented reality industry will be worth anything from $79 to $215 billion by 2021. More than any other Canadian region, Metro Vancouver is set to profit from that success.

“We definitely have a VR and AR hub here,” says Tam. “It’s still a very nascent technology, but we have unprecedented skills that have meant that we’ve really captured more than our fair share of the market already.

“We’ve asked ourselves some key questions over the past few years,” he continues. “What are some of the attributes that differentiate Vancouver and British Columbia from every other jurisdiction on the planet? Why have VR and AR caught fire here? The answer is that we have considerable expertise in combining creativity and technology.”

Metro Vancouver’s media-arts sector has been gathering momentum for more than 40 years. In 1977, the B.C. government established a film development office to promote the province to the Hollywood community. Now known colloquially as Hollywood North, the region is home to some of the largest special-effects stages in North America, and is recognized as a world leader in 3-D animation and visual effects. Interactive entertainment, too, is a big draw for international talent. Companies like gaming giant Electronic Arts—which created its EA Canada wing just outside of Vancouver in 1991—houses the world’s largest videogame test operation, and more than 100 independent gaming studios call the Lower Mainland home.

That creative foundation might be a great resource, but it’s a more esoteric aspect of Metro Vancouver’s history that makes its VR and AR industry versatile. Stacked with companies like Crystal Decisions—now a part of SAP—and branches of Microsoft and Amazon focused on data analytics, the Lower Mainland has an aptitude for record-keeping that offers a goldmine of information for up-and-coming businesses. Virtual and augmented reality can bring those files to life.

“British Columbia has always been very strong at collecting data—particularly industrial data,” Tam says. “We have a plethora of information that is tied to natural resources. There’s everything from satellite imaging to radar information to sensors that are gathering information from the Internet of Things. On top of that, there’s all the health data we have amassed—the MRI images, the CAT scans, and everything like it—over 30 years.

“There’s a treasure trove of data in the province, and what VR and AR helps to do is to turn it into useful information that can be accessed easily,” he continues. “As humans, we are naturally visual beings. These data sets are so voluminous they are currently almost impossible to navigate, and we need visualization to be able to understand them. VR and AR does that in unprecedented manners.”

The ways that local companies have reimagined that material is staggering. In 2016, for instance, Port Coquitlam studio Finger Food Studios developed a program for vehicle manufacturers to create trucks in augmented reality. Using the Microsoft HoloLens—an AR headset that was developed at the tech giant’s Vancouver office—the software lets users add, resize, and change parts of the 3-D model simply by moving their fingers in front of the glasses. Previously, vehicle design involved cutting a life-size model out of clay: a process which took six months. Finger Food’s technology slashes that time to three days.

Medical applications, too, are a big part of Metro Vancouver’s VR and AR expertise. Among other projects, UBC researchers last August unveiled the results of their partnership with the Microsoft Garage on the Holographic Brain Project. The app visualizes a human brain as a semi-transparent, 3-D object that floats in the air. Groups of viewers are able to see the hologram at the same time through their HoloLens headsets, and the technology allows students and doctors to walk around the brain, open up the structure with their fingers, and make notes on the MRI scans inside as a teaching tool.

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The innovation bubbling across Metro Vancouver spurred Tam to act. Recognizing the wealth of potential offered by the Lower Mainland’s companies, the then B.C. Tech president spearheaded a push toward setting up an incubator for the region’s VR and AR businesses. It would be a place to nurture early-stage companies, and allow them access to the partnership-ready Cascadia Innovation Corridor: the swath of land that connects Metro Vancouver to goliaths Amazon and Microsoft in Seattle. The workspace was dubbed the Cube.

“B.C. Tech has always been committed to making our province the best place to grow a technology business,” he says. “We’ve supported developing companies for many years by providing acceleration, mentorship, and a whole range of services to connect aspiring entrepreneurs with the resources and coaching to help them to succeed. The Cube in many respects was an extension of that, but hyperfocused on augmented and virtual reality.”

Opened in October 2017 by dignitaries including minister of innovation, science and economic development Navdeep Bains, B.C. minister of jobs, trade and technology Bruce Ralston, Vancouver mayor Gregor Robertson, and director of Microsoft Vancouver Edoardo De Martin, the Cube was created so that startups can share new developments. Offering workshops and training from local education hubs such as BCIT, as well as speaker sessions on topics like how to raise capital, the Railtown workplace proved a breakout success. Within months, it had run out of desk space.

“I think the Cube tapped into a vein of passion for many,” Tam says. “It’s a place where people can experiment with development techniques, and help each other along the way. We have the benefit of being a small enough city to have a tight-knit, community feel, almost like a village, and yet be able to together create an industry that can compete on a world stage. It’s important for us to nurture that.”

The power of partnerships

In Tam’s view, Metro Vancouver’s strength in VR and AR is based on collaboration. While other tech sectors are notoriously aggressive and cutthroat, the Lower Mainland’s virtual- and augmented-reality ecosystem thrives on cross-pollination. Developments in the trade come fast, and homegrown businesses are constantly adapting to everything from new hardware releases to breakthroughs in 3-D coding. Understanding that Metro Vancouver’s ranking as a world leader is dependent on multiple companies succeeding, the local industry embraces cooperation.

But while Tam focuses on promoting collaboration within the region, industry thought leader Dan Burgar stretches that concept further. As president of the Vancouver chapter of the VR/AR Association—a worldwide organization that links companies working in virtual and augmented reality—Burgar believes that the Lower Mainland’s success comes from its ability to connect across international borders, and to network with companies outside of the tech sector. In both areas, the district is excelling.

“Vancouver is the model chapter of the VR/AR Association,” he tells the Straight on the line from his office, pointing out that his outlet includes members from across the Lower Mainland. “There are branches in countries as far-flung as New Zealand, Russia, and the UAE, but with our talent pool from the visual-effects and gaming sector, we’re the fastest growing division in the whole organization.

“Five years ago, VR and AR was nonexistent in the Lower Mainland,” he continues. “Even in 2015, there were probably just a handful of companies, maybe 10 to 15, working in the space. Now we have upward of 150. We’ve gained a lot of ideas from talking to other international chapters. Our proximity to San Francisco, Seattle, and Portland has been a driver for a lot of business-to-business enterprise development, and it’s only going to get bigger from here. I think 2018 is the year when Vancouver really spreads its wings.”

Growth in Vancouver’s division of the VR/AR Association is exploding partly because of Burgar’s vision. As well as welcoming VR and AR companies, the president reaches out to organizations that are set to be disrupted by the technology. Connecting with industries from fashion to fitness—both of which are being transformed by VR and AR apps—Vancouver’s chapter helps firms plan for the upcoming restructuring on their own terms. By linking local virtual- and augmented-reality companies with clients in their own region, business is booming.

But despite his efforts, many industries have yet to realize how VR and AR will transform their business models. Pitches and discussions can only go so far in describing the technology, and convincing companies to invest with just a portfolio of screenshots is no mean feat. To realize his goal of mainstream acceptance for virtual and augmented reality, Burgar believes it’s vital to put more executives in headsets.

“It can be really difficult to understand what the technology is without experiencing it yourself,” he says. “That was definitely the case for me. I was at a tech conference in Barcelona with a company I was working at. I saw that a booth actually had one of those strange VR headsets. I put it on, and it was this weird cooking and cleaning app. Suddenly it transformed this seemingly mundane task into something really fun, and I was completely immersed in this virtual world. As soon as I saw the technology, I knew it would change everything.”

With its strong connections between VR and AR developers and professionals in different sectors, Metro Vancouver has carved a niche in the business-to-business space. Advancements in firefighting techniques, architectural design, and visualizing oil pipelines are a few of the many ideas currently in development by local companies. Burgar believes that finding solutions with the potential to transform industries, like those demonstrated by Lower Mainland outfits, will drive VR and AR adoption by businesses around the globe.

“Imagine being in a foreign land where you don’t know the language,” he says. “It’s super tough to get around. Now imagine having AR glasses that can automatically translate all the words that you see. Or picture walking down the street, and having flashing arrows on the road showing you which direction to go. That’s becoming a reality. On the VR side, already companies like Walmart are using virtual reality to train their workers at home. Surgeons are operating on bodies in virtual theatres to give them the muscle memory to make incisions on real patients.

“We’re going to see a huge drive in education, training, and use by different industries,” he continues. “VR and AR are going to totally change the way we communicate in the next three or so years. We think that for the next one to three years, enterprise is going to drive the technology. As the prices drop, we’ll see consumer adoption follow. Vancouver is a leader in creating those solutions.”

Expertise in the business-to-business field

One of the industries where Metro Vancouver’s VR and AR companies are already excelling is the mining sector. A trade that relies on collecting data from huge archives—an area where the region shines—mining has already seen many multimillion-dollar firms use the technology to streamline their planning processes. By allowing those businesses to examine huge amounts of information visually, local companies like LlamaZOO and Finger Food offer the tools to simplify designing new mines.

Currently, much of the information used to draw up mine plans exists in different formats. Complex and unwieldy, the data is tough to read, particularly for upper-level executives and government officials who are often not trained to interpret files like technical CAD drawings or maps. In order to secure their permits, mine developers must lease the land from local authorities, and the challenge of understanding the information holds up an already slow process. Typically, it can take up to four years to get a site approved.

LlamaZOO, a leading VR and AR company with offices in both Vancouver and Victoria, has created software that can shave six months off that time.

“We have a program called MineLife VR,” Kevin Oke, cofounder and VP of sales for the company, tells the Straight in a downtown coffee shop. “It lets people visit a mine site in virtual reality. You can look at the area at its life size, and zoom in and out. You can easily compare historical, current, and future data for the site, including the locations of pits, drill holes, ore bodies, and infrastructure. The way that we’ve combined big 3-D data sets and geospatial information is really engaging and easy to access.

“Instead of physically flying people up to a site—which is terrible for a company’s carbon footprint, has major safety risks attached to it, involves big insurance costs, and needs careful scheduling—you just need to put on a VR headset,” he continues. “You can determine things like where you want the pit, what angle to position a ramp, and how wide to make a bench. We’ve got a collaboration feature, so you might be in Peru at the mine, and I might be in the Vancouver office, and we would virtually both be together at the site, at its one-to-one scale, totally immersed in it. By putting all the data in one place, and not having to send people to a physical location, you can save a lot of time and money.”

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Oke created LlamaZOO with his business partner Charles Lavigne three-and-a-half years ago. Like many other founders of VR and AR companies, both came from the Lower Mainland’s thriving videogame industry, but wanted to work on something different. The pair saw how virtual reality was gathering momentum. Headsets were starting to be released, more capital was funnelling in from investors, and digital training was being prioritized by employers. It was, in Oke’s words, a perfect storm.

“Years ago, I wouldn’t have been interested in the enterprise side,” he says. “Your tastes change over time, though. Games are driven by popularity. You either have a hit or you don’t, and on platforms like mobile it very much depends on how much you spend on marketing. When you make a game, you can’t say it’s able to solve a problem or save somebody money, because it’s like candy. We didn’t want to make candy anymore. We wanted to make painkillers.”

Metro Vancouver is a fitting home for a company focused on natural resources. Gold, lead, zinc, silver, copper, and coal are all abundant in British Columbia, and the province has boasted a thriving mining industry since mid-1800s. For Oke, it was important to work with the region’s existing expertise.

“The first product LlamaZOO put out was software for training veterinary students,” he says. “The idea was always to branch out from there. When we started looking for what our next development was going to be, we turned to what’s in our back yard. We have really big data sets for the mining industry that have been gathered locally. Vancouver was a natural-resources town before it became a tech town, and that’s one of the cool things about what we’re doing—we’re merging the traditional B.C. economy with the new economy.”

A user views options to visit a mine site in virtual reality

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LlamaZOO’s reach has extended far beyond the province, however. Currently working with some of the largest mining corporations internationally, the company is looking to break into markets across the globe. In Oke’s view, those opportunities would have been impossible without B.C.’s generous funding and grant initiatives for VR and AR companies.

In 2010, the province introduced the interactive digital media tax credit (IDMTC), a scheme that now hands back 17.5 percent of salaries and wages to virtual- and augmented-reality businesses. Six years later, it invested $100 million in venture capital for local tech companies. The federal government, too, provides aid to startups, offering to subsidize a portion of an organization’s costs under the industrial research assistance program (IRAP), and also pledges a sizable scientific research and experimental development (SR&ED) federal tax credit. That assistance has been instrumental in securing the Lower Mainland’s status as a VR and AR leader.  

“Those schemes have been hugely helpful for us,” Oke says. “We need it to compete with the U.S. We don’t have as much venture capital as they do. We’re smaller in Canada, and there’s less money going around because the Canadian mindset is to be more conservative. The tax credits and funding doesn’t level the playing field totally, but it’s absolutely critical for us to compete. It makes B.C. a great place to start a company.”

The speed at which local VR and AR businesses are growing, though, comes at a price. One of the biggest problems facing the industry is finding local talent to meet the increasing demand. Although the B.C. government is funneling huge resources into leading tech and design programs for students at Vancouver institutions like UBC, BCIT, and Emily Carr University of Art and Design, virtual- and augmented-reality projects require specialized knowledge that is still in short supply.

Attracting global workers has since become a priority for Lower Mainland startups. Unsurprisingly, it’s an area in which Metro Vancouver excels. Regularly ranked as one of the top locations in the world to live, and with easy access to beaches, hiking, and snowsports, the region is a draw for many would-be employees. The high cost of living is offset by tech-sector workers typically making around 85 percent more than the average B.C. salary, and at a moment when the U.S. is tightening its borders, Canada’s Federal Skilled Worker program makes it easy for local VR and AR companies to hire internationally. As a result, companies like LlamaZOO scoop up top global talent.

“We’ve had employees from many different places,” Oke says with a laugh. “We have a really international team. Currently, our office has people from the U.K., Mexico, and Kenya. In the past, we’ve had individuals from Brazil, Bangladesh—all over. We make a point of taking the best people, no matter where they’re from.”

Building the future with top international talent

That's a strategy also employed by one of Metro Vancouver’s most well-known VR and AR companies, the multichannel business Archiact.

Growing from five employees working in a basement to a team of over 100 in a glittering downtown high-rise, the organization achieved its success by imagining many different ways to apply virtual and augmented reality. Producing everything from business-to-business applications to high-end games, Archiact’s work spans many platforms, and offers developers the chance to work in both VR and AR—often switching between the two in the same day. It was that fast-paced innovation that drew senior producer Ed Lago to the company.

“I worked in South America over the past 10 years on a range of different platforms—mobile, console, and others,” he tells the Straight by phone from Archiact’s office. “In the last few years before I came to Vancouver, I was working for Samsung in Brazil, doing games for AR and VR. One of them became a launch title for AR and VR for consumers in 2015. Some of the producers from Archiact found my work. We started a conversation around that time, and then they invited me to move here.

“Virtual and augmented reality are on another level in this city,” he continues. “In Brazil, we don’t have very much government help. It’s pretty much just a small group of people trying to survive. Here, there are a lot of different developers doing a lot of different things. It’s like another dimension.”

Top hardware designers such as HTC, Oculus, and Samsung are repeatedly looking to Metro Vancouver companies to create software for their platforms. Archiact is one of their first calls. The tech giants have consistently tapped the local company to create games and business programs to run on their gear, and to develop flagship apps for yet-to-be released headsets. Lago is at the head of one of those projects.

“We developed a game for Samsung’s Gear VR and Google Daydream called Hidden Fortune,” he says. “It’s a little bit like Harry Potter in a way, because you have to use your magic wand to solve puzzles and quests. It was a really successful title, and we achieved some great numbers.

“I was showing the game in September, and I was called to a meeting with the HTC team in San Francisco,” he continues. “They really liked it, and asked if we wanted to make a demo for their upcoming headset. That’s when the opportunity came to make something for the HTC Vive Focus. We were one of the first developers to see it.”

Currently, the top VR headsets are tethered to computers or consoles with wires. While users can experience free movement by carrying a PC in a backpack, it can still be cumbersome to transport the gear. The HTC Vive Focus is a stand-alone headset that carries all the computing power inside the hardware. Because it’s self-contained, users don’t need to add a smartphone or mainframe. That freedom allows wearers to walk, jump, and crawl around a large space, and opens up exciting possibilities for the future of VR.

“The first thing we did when we started developing the new Hidden Fortune was to put it on the Vive Focus headset, and start walking,” Lago says. “We walked the entire length of the studio, and it was amazing—we could just walk forever in the game. As well as that movement, we’ve made it so you need to crouch or reach over objects with the controllers to achieve your objectives. It’s an almost entirely new design, and we’ve had to change the name to Hidden Fortune: Unexplored to reflect that.”

A still from Hidden Fortune: Unexplored

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The golden age of videogame development in Metro Vancouver began in the early ’90s. Local studio Distinctive Software was bought out by Electronic Arts, and the new company started producing blockbuster-budget AAA titles in the region, including the NHL, NBA, and FIFA franchises, along with snowboarding favourite SSX and shooter Medal of Honor: Heroes 2. Around the same time, a number of independent studios sprang up in the Lower Mainland. Companies like Next Level Games and Smoking Gun Interactive have moved into securing publishing deals, and many studios have successfully pivoted to mobile—a sector that generates much of the local industry’s multimillion-dollar annual revenue.

The emergence of VR and AR opened new doors to developers. Early adopters like SkyBox Labs—a company involved in translating the game Minecraft into virtual reality—and Fire-Point Interactive, who last month released their flagship title Tooth and Claw, were some of the first to work in the new medium. In all, the Lower Mainland currently boasts more than 30 companies creating games with the technology.

Given the region’s history of releasing award-winning titles, Lago is proud that a local company has been selected to create the next step in gaming technology. 

“The HTC Vive Focus launched in China for the first time last week,” Lago says. “I can tell you that Hidden Fortune: Unexplored will be a flagship app. It’s one of the games—one of only 20, we think—to be released together with the headset. That’s a big deal for Archiact.

“I feel very lucky to be here in Vancouver working on VR and AR technology,” he continues. “There are a lot of reasons that make it such a good place to be. There are many VR developers here, and the companies who are putting themselves out there and being the most social are those who are successful. As well, the government is really supportive.

"Most of all, though," he concludes, "it’s just a really exciting place to create.”

Source 

Reserve your spot for the VR/AR Global Summit taking place in Vancouver

Why 2018 is going to be the year of VR/AR in Vancouver

DailyHive Vancouver Article - By Vancouver Chapter President Dan Burgar

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Vancouver’s technology sector has grown leaps and bounds over the past decade and today stands toe-to-toe with legendary centres of innovation like Silicon Valley and Seattle. In short, we’re on the cusp of a VR/AR explosion, and Vancouver is a major player.

In fact, BC is Canada’s leading tech hub with the fastest growing technology sector in the country, which employs upwards of 150,000 people.

This development is thanks in large part to the rise of virtual reality (VR) and augmented reality (AR). So far, VR/AR enterprise has created 17,000 jobs and driven more than $2.3-billion in revenue for the province.

And the industry is showing no signs of slowing down anytime soon.

An influx of corporate investment, international attention, and a focus on education promise to make 2018 the most exciting year yet for VR/AR in Vancouver.

Read the full article here

What the hell is VR/AR and why should I care? Daily Hive article by VRARA Vancouver President Dan Burgar

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Original article posted on Daily Hive

Imagine receiving information about the world around you just by looking at it.

You walk by a restaurant and browse the menu without stepping inside, try on a sweater without going into the store, or follow directions to a new destination without having to look at your phone.

Now let’s take it one step further.

Imagine walking through your new apartment before it has even been built, exploring a foreign city without leaving your living room, or practicing open heart surgery without the risk of endangering someone’s life.

Sound crazy? This is the future that VR/AR technology promises and it’s not that far away.

In fact, a lot of it is happening right now.

By the end of 2017, roughly $1.6 billion USD will have been invested into the advancement of VR and AR technology.

And Vancouver is playing no small role in this development. Our city has become a top tech hub with upwards of 130 VR/AR companies exploring everything from gaming and filmmaking to architecture and enterprise solutions.

Read the full article here

Highlights from VRARA Vancouver Branding for the Future (Sept Event)

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VRARA Vancouver's biggest chapter event to date, Branding For The Future, took place September 26th at Hootsuite HQ. We had a full house sell out of attendees for an informative night discussing how immersive technology will disrupt the ways brands, companies, and retailers connect with consumers. 

The night started with two keynote speeches to explore how Virtual Reality and Augmented Reality have already begun to change storytelling to consumers, and how immersive technology will continue to shape and enhance brand experiences. 

First speaker was Alan Smithson, CEO of MetaVRse. On his talk "VR/AR for Business 101", he said traditional human communication mediums, such as TV, Radio, Internet, Mobile will not be going away anytime soon with the introduction of VR/AR. Simply put, augmented reality is going to be the next medium. He shared several examples of use case of AR in consumer engagement, including IKEA Place app. Alan spoke about how AR Kit was released 3 months ago, but IKEA managed to get their entire catalogue out because they started working on the product two years ago.

He urges businesses to "start now, because in a couple of years when [AR] is a commonplace and all of the big brands and your competitors have started this, you don't want to be left behind when this takes off as a communication medium."

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The night was followed by second speaker, Mira Leung who is lead in ARCore at Google on "Engaging Audiences in VR/AR". She educated the audience on the technical foundation of immersive technology, and discussed engagement and visualization with AR. She says "the question will not be if but how and when VR/AR will be a significant portion of business process and customer experiences." She ended her speech on an encouraging note that what's next for VR/AR will rely on those in the audiences. Mira asked them to show the VR/AR industry what's possible, show what experiences and interactions they can create using their creativity and storytelling in combination with the technology.

Fireside chat was moderated by Nikolas Badminton, world-reknowned futurist speaker, author and researcher. The panelists were composed of industry thought leaders, including Chris Bedyk from Perspective Films, Daniel Japiassu from YDREAMS Global, and Graham Cunliffe from Finger Food, as well as the two speakers, Alan Smithson and Mira Leung. The fireside chat was a discussion about several topics. One of which was on quality of AR that is available today. Because the technology in its infancy, costs of delivering high quality VR/AR experiences is high. However the value and experience a consumer could get is often greater than having a high definition experience, especially if it is an experience that is unaccessible, such as BC Lions' dressing room.

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After the speaker and fireside chat, attendees enjoyed themselves to refreshments and delicious selection of food, sponsored by Foodee, to enjoy while networking. There were also a handful of innovative companies showcasing their technology, such as Blueprint Reality, Questupon, Perspective Films, BioInteractive Technologies, cognitiveVRradical.io, and LlamaZOO

Here's the event recap video by NovusTV:

 
 

Here are the full speaker talks:

 
 

We would like to thank everyone that attended our event. Special thanks to our amazing speakers, as well as sponsors who made this happen: Hootsuite, Tradable Bits, Voyer Law Corporation, Vancouver Startup Week, LNG Studios, BC Lions, Unbounce, Futurist Nikolas Badminton, Cambridge International House, Entax, Foodee, and

Written by Laura Ryu, Marketing and Communications Manager VRARA Vancouver

VR/AR Association Releases Vancouver Ecosystem Infographic: 130+ VR/AR Companies and Growing

 
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130+ Companies and Growing!

(Thursday Sept 21, 2017) - Vancouver is a city in the heart of the Pacific Northwest, renowned around the world for its majestic mountains, pristine waters and stunning beaches. Recently, Vancouver’s also been making a name for itself for another reason. The city has become a global hub for VR/AR/MR and is home to 130+ innovative companies. in the space. These companies are solving problems, creating immersive storytelling experiences, educating and building the next wave of computing. 

A 40-plus-year legacy in film & television production. More than 30 years of cutting-edge VFX & animation. World-class games & mobile entertainment cluster over two decades in the making, a strong tech scene and one of the top startup cities in the world.

Click here to read the full report

CognitiveVR Member Spotlight: Analytics, Enterprise & Building a Company in VR/AR

We spoke to CEO Tony Bevilacqua of CognitiveVR one of Vancouver's hottest VR/AR companies. This year they we're selected to the Vive X Accelerator and the Verizon Media Tech Venture Studio programs and they hope to continue on this path. 

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Tell us about yourself! Who are you and what does your company cognitiveVR do?

I’m Tony Bevilacqua, Founder & CEO of cognitiveVR, a Vancouver-based VR/AR/MR startup. cognitiveVR builds analytics for virtual, augmented, and mixed reality platforms. Our products help companies understand how users interact with their immersive experiences.

We have customers in a multitude of verticals, including aerospace, retail, real estate, entertainment, and automotive manufacturing. All of these customers have existing VR/AR/MR experiences which they wish to gain more insight from, and we help them do exactly that.

As a second time founder, what led you to break into VR technology and finding cognitiveVR?

My last startup was focused on Enterprise Software, with some products in the analytics space. We were selling solutions to game developers and publishers, which led me to events like Electronic Entertainment Expo (E3) and Game Development Conference (GDC), where I had the opportunity to try a lot of early prototypes in virtual reality.

When my company exited in late 2015, I had the VR bug, and wanted to apply my knowledge in enterprise software and analytics to this new platform - something that I felt was fundamentally different with greenfield problems. We are not just another marketing SaaS at cognitiveVR - we are innovating in spatial and 3D analytics. 

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What was your main interest in moving into VR/AR?

The dawn of immersive technology presents an opportunity seen every few decades - the opportunity to be at the forefront of a new wave of technology. Beyond the hype however, we saw the immense power that VR/AR has to help companies build better products through rigorous user testing and analysis. We knew we could help them automate that – so we moved quickly to build our first products.

What has been your most interesting project/work so far?

The first challenge we faced was in trying to correlate data with the 3d context of a given scene. Graphs and charts were simply not enough. After a multitude of experiments, and a few company hackathons, we built a system that allowed us to replicate the 3d geometry (and therefore context) of a scene on our dashboard. We then built 3d data visualization technology as overlays on top of this 3d geometry. It was a totally new concept - and one that sits at the core of our platform.

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How do you think analytics in VR/AR will play a role once we see the mass adoption?

Immersive technologies bring users more intimately together with technology - which means even slight differences in each human will have drastic effects on their user experience. The need for 3d analysis tools like ours will increase dramatically.

For those making public facing applications, their developers will need to test their products across many different individuals. Many will opt to ensure equal experiences across a heterogenous pool of users, at which point analysis tools like our will be vital.

On the other hand, many will be testing for compliance rather than insights in their VR/AR experiences. Experiences that look for users to complete tasks - such as enterprise training or simulation experiences - can by analyzed to find outlier user sessions, and intervene when their users are not complying with the intended purpose.

What has been the biggest eye opener being in the industry?

Despite the availability of powerful tools, game/content engines, and 3d development experience, everyone is still trying to figure out what works best for users. Many expected a rocket ship trajectory in year 1, but the truth is that both the technology and the content are still being experimented with.

Nonetheless, the biggest surprise many will find is that VR & AR are currently being used heavily by enterprises in many different markets. Some larger fortune 500 companies have as many as 100 different ongoing VR or AR projects going on at once.

What do you think will change about VR/AR/immersive technology in the next five years?

Immersive tech will start taking over the smartphone and PC. Apple, MagicLeap, Microsoft, and Google will all have launched some form of mixed reality glasses. One will be a clear winner, with many variants in between similar to the Android ecosystem.

Virtual reality will be closer to solving the locomotion issue, and haptic feedback as well as eye tracking will be standard across new headsets. VR will start to become the standard entertainment system, and slowly encroach upon traditional console sales.

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You've had some wins this past year, including being 1 of 2 Canadian companies to be selected to Verizon Ventures Media Tech Venture Studio and being selected to HTC Vive X Accelerator program, how do you attribute your success? How can others in the industry follow suit?

We took a steady approach to our product, and kept our burn rate relatively low. Our initial product was built with mass adoption in mind, but when that didn’t happen we were able to move towards enterprise sales very quickly and without the interference of outside pressure.

Soon after we moved towards an enterprise focus, we found that there was tremendous activity behind the scenes at larger companies. We were able to connect with various innovation teams working on new immersive tech ventures within those firms. Our new traction, coupled with strong product and low burn rate, drew the attention of ViveX and Verizon.

Others who wish to follow suit should strip away many of their hype-driven assumptions about this new market. We spent a lot of time listening to our initial customers, and trying to figure out if what we were building was valuable. Whenever we felt like we were going nowhere, we reevaluated what value we were bringing to our customers, and took many small pivots to find our fit.

As a Board Director at VRARA Vancouver, how do you contribute to the local and global VR/AR/MR scene?

First and foremost, my role at cognitiveVR has me traveling globally to customers, partners, and industry events. Part of my role as a board director is evangelizing Vancouver as an ideal ecosystem for virtual, augmented and mixed reality companies and startups. 

I take a personal interest in spreading the message of Vancouver leadership in this industry, and communicating our advantages of talent, institutional and governmental support, and geographic advantages being of on the west coast. 

What are your thoughts on Vancouver as a global hub for VR/AR and how do we ensure this continues to grow? 

Vancouver has the perfect storm of talent to be a leader in VR/AR: game developers, 3D artists, and technical talent. To keep up the growth in the region we need to build great companies as cornerstones of the ecosystem. Companies like Archiact, Finger Food Studios and organizations like the VRARA are what prove the industry works – work must continue on building great organizations and companies.

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What do you see as the biggest benefit VRARA members receive by being part of the association, and why is it so important?

For me VRARA is about global connectivity. We host a number of regional events and evangalize each other in our local market, but ultimately VRARA gives you access to events, opportunities and connections with chapters all over the world. If I am traveling to a new city, I always email the Chapter President ahead of time, and see if there is some synergies or meetings we might be able to setup while in town.

Everyone will find their own value in joining the VRARA - but we have successfully created the world leading organizational body for representing this industry, and we are proud to be apart of it. 

What do you wish other people knew about VRARA?

VRARA is a global network of like minded companies and individuals, all pushing towards the growth of this industry. There is a lot of passion and talent in each chapter, and you’ll find that passion recognized in all levels of the organization, and the organizations reputation within the industry. 

What does the next year hold for you/CognitiveVR? 

The next 12 months for us is all about commercialization and building up our technology and business development teams. We are excited to see how the hardware and consumer markets unfold - but while we wait, we will be heads down on helping enterprises leverage VR/AR/MR as a useful tool in solving their toughest business challenges. 

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We'd like to thank Tony for answering our questions, check CognitiveVR out here:

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Transforming Digital & Marketing Agencies with VR and AR | Q&A Series #3 featuring Pound&Grain

This is the third feature in the series showcasing Vancouver digital and marketing agencies (non-traditional VR/AR companies) 

Our own Laura Ryu (Marketing and Communications Manager at VRARA Vancouver) sat down with Michelle Knight of Pound&Grain based in Vancouver. They've worked with a number of clients on their interactive digital and brand strategy including SAP, Arc'Teryx and Lululemon.

Tell us about your agency & what you've been working on.

At Pound & Grain we work hard to add value to the brand by creating something useful for the user. We found creating a VR experience is an all-round win. It’s a tool with immersive qualities that are unparalleled. We’ve used VR as a demo tool for SAP and to show off CFL’s new Adidas gear. We also love the odd passion project.

Tell us about a VR or AR campaign that you've enjoyed or were inspired by.

We are huge horror fans (sisters), but when it comes to VR storytelling we first fell in love with loVR. Who knew a data led love story could be so beautiful? It was the game changer for us, or as some would say our ‘Jesus moment.’ That being said, cowzVR is a pretty fun and an incredibly random experience.

We are starting to see competition build up in advertising, especially with big players such as Saatchi & Saatchi building on-site VR labs. What are your thoughts on competition and what do you think will set apart the strong agencies from the rest?

We’re in such an exciting time right now! For us, a VR experience should only be created if it makes sense for our client and the concept is VR first. Today, like any new platform, there are gimmicky experiences that don’t add as much value. The difference between the ‘strong’ and the ‘weak’ VR agencies will come down to content and of course context.

How do you think the structure of agencies and its landscape will change in the next 5 years given anticipated rapid growth in VR/AR technology?

There will be an AR team and a VR team and the two technologies will exist independently of each other, with the odd overlap during integrated campaigns. It will also become a more specialized and integrated role throughout the agency at a deeper level. We hope AR will become a tool people rely on to get from A-B, to cook, to shop etc. While VR will allow the user to escape into a new role – hopefully interacting at a greater level with the possible addition of haptic responses and more attention to sound.

What is currently your biggest challenge (or as the industry) in regards to integrating VR/AR?

Getting headsets onto faces is still a pill the smaller brands are battling to swallow.

We know that VR/AR will be disruptive in many different industries, how will this affect your company and clients?

VR will allow us to share our client’s emotional and intellectual being in a space of presence. AR will allow us to communicate and create ways that make brands more useful and integrate them into everyday life.

Why is it important for agencies to be onboard now and join the VR/AR Association?

VR is the coming together of many, many skills and mindsets. And we are all in a learning stage, we want to harness all failures and celebrate all successes together. This combined knowledge will allow us all to experiment and learn at a much greater pace.

What benefits do you see in being a member?

Collaboration and insight. We are part of two committees with professionals that are open to share and learn from each other. Being part of the VRARA means being part of an inclusive group of professionals playing with one of the most powerful storytelling tools that’s ever existed.

 
 

We'd like to thank Michelle Knight from Pound&Grain, please visit them at www.poundandgrain.com

Join the VRARA Marketing Committee and others, here

Transforming Digital & Marketing Agencies with VR and AR | Q&A Series #2 featuring Domain 7

This is the second feature in the series showcasing Vancouver digital and marketing agencies (non-traditional VR/AR companies) 

Our own Laura Ryu (Marketing and Communications Manager at VRARA Vancouver) sat down with Kevan Gilbert, Director of Engagement Strategy of Domain 7 based in Vancouver. They've worked with a number of clients on their interactive digital strategy including Microsoft, Telus and UBC.


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Tell us about your agency & what you've been working on.

Domain7! We've been working on using virtual reality as a way to inspire our partners to envision a more positive future. From in-studio demos to taking the technology to conferences, we see this as an opportunity to help people reduce their cynical barriers, and start dreaming together about the future we want to co-create. 

Tell us about a VR or AR campaign that you enjoyed or was inspired by. 

We're loving the demos coming from ARKit from Apple, including the portal-to-another-world demo: http://mobilesyrup.com/2017/06/30/new-video-of-apples-arkit-shows-off-interdimensional-portals/

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We are starting to see competition build up in advertising, especially with big players such as Saatchi & Saatchi building on-site VR labs. What are your thoughts on competition and what do you think will set apart the strong agencies from the rest? 

Rather than simply stealing attention or building on negative habits, the way our over-optimized 2D web has become, perhaps the work that will stand out in VR is work that answers this question well: "Does it help the human who is using it live the life they want to lead?" 

How do you think the structure of agencies and its landscape will change in the next 5 years given anticipated rapid growth in VR/AR technology?

I think it will remain important-as-ever to invest in healthy workplace cultures, since there will be more competition amongst agencies for smart technologists, designers, writers, creators, etc. How can we grow healthy workplaces that affirm human value even in this coming gold rush, where companies may become tempted to start taking shortcuts in hiring and culture.

 

What is currently your biggest challenge (or as the industry) in regards to integrating VR?

The chicken-and-egg-ness. What comes first: becoming an expert in the technology, or waiting for client demand? Since the technology doesn't have wide adoption in the user base, clients aren't necessarily asking for it. But in the meantime, they'll never ask if they don't see expertise and opportunity. 

We know that VR/AR will be disruptive in many different industries, how will this effect your company and your clients?

I'm curious to see how, in 10 years time, fully integrated VR/AR solutions have the opportunity to influence HOW we work, not necessarily what we work on. For instance, workspaces are very physical right now, because of the need for computer monitors, and the human desire for social proximity that has no other outlet. But if through VR/AR, the work isn't on your screen, how would we redesign the workplace? Similarly, if through VR/AR I can "feel" like I'm right beside my colleagues, even when I'm in my house, do we still need offices in the same way? And if a certain percent of the workforce can become not just "remote" workers, but "virtual" workers, how can this influence commuting, and thus, carbon emissions and air quality? (I'm not saying we'll all become hermits, but I do hope we ask ourselves more, "Why am I commuting, and is there another way?")

Why is it important for agencies to be onboard now and join the VR/AR Association?

To anticipate what's coming, to develop your imagination, and be part of a community of changemakers. 


 
 
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We'd like to thank Kevan from Domain 7, please visit them at www.domain7.com

Join the VRARA Marketing Committee and others, here

Transforming Digital & Marketing Agencies with VR and AR | Q&A Series with Intergalactic

This series will feature Vancouver digital and marketing agencies (non-traditional VR/AR companies) 

Our own Laura Ryu (Marketing and Communications Manager at VRARA Vancouver) sat down with Michael Farquhar, Managing Partner of Intergalactic based in Vancouver and London. They've worked with a number of clients on their interactive digital strategy including SXSW, HP and Sundance Film Festival. 

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Tell us about your agency & what you've been working on.

Intergalactic is a creative technology agency that specializes in the creation of amazing interactive experiences. We’re this unique blend of creative folks and business edge, a culture that we created on purpose with the goal of creating solutions that are both inspired and effective.

We’ve been busy! We have a number of projects on the go at any time in both our Vancouver and London (UK) offices. Right now in Vancouver we’re using Apple’s ARKit to develop an AR app that provides a 1000m view of a new mountainside community. You feel like you are looking down from Olympus through the clouds at the future of this development. Computer vision reads a physical topographical model of the mountain and then we display virtual renderings of the community, lifestyle, trails, transit, and amenities. This is combined with beautiful 360 photos of the entire area and interactive points of interest; It's a great way for our client to help convey the scale and quality of their development while embracing and respecting its surroundings.

Our London office is busy building a 3D retailing visualizer to help their global retail client plan the layout of their stores and associated merchandise. When the project is complete our client will be able to switch between 2D views to full 3D VR views of their stores with all their next season merchandise laid out according to their merchandising rules. These visualisations will then push critical product information into their ordering system to trigger the fulfillment of clothing and accessories through the supply chain.

In the UK, We also have a strategic partnership with Aisle411, who’s indoor mapping and production search technology is used in over 15000 locations. Aisle411 are working closely with Google’s Tango team to leverage AR in the retail environment. Of course we still have other web and mobile projects on the go for clients such as Cisco, Microsoft and BC Liquor.

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Tell us about a VR campaign that you enjoyed or was inspired by.

There are quite a few and more coming out everyday and each is genre expanding. We actually have a dedicated internal Slack channel just to keep up on what’s new. However, one we’d mention is the Beyond Mars Experience Schoolbus by Lockheed Martin (https://www.youtube.com/watch?v=X5JTb_7qv78) - I like that this is a shared experience designed to inspire.

Some other mentions: Walking on Mars (hey we’re called Intergalactic so you may see a theme) - https://youtu.be/e76uBfWxD74; Haagen-Daz’s Honeybee VR Experience which combines brand, social consciousness and amazing cinematography. From a CG excellence and technological progress standpoint using real time rendering - The Better Days https://youtu.be/JThuL6Aq1Qg and from an art perspective - Microsoft’s Raven Mask using Hololens http://www.booooooom.com/2017/07/14/transformation-mask/.

We are starting to see competition build up in advertising, especially with big players such as Saatchi & Saatchi building on-site VR labs. What are your thoughts on competition and what do you think will set apart the strong agencies from the rest?

It's funny, I just finished a round of informal reviews within the Vancouver team and asked everyone the same question. We are in many ways a young organization and everyone sort of embraces competition. We look at it as a way to learn from others in the field and see how we can take ideas in new directions and use them to deliver more value. I don’t see the big agencies cornering the market on any of these technologies. In fact VR technology itself is very accessible and a great leveler; the best will be determined by what they create, not their head count. Of course some clients will play it safe and go with bigger multinational agencies, but what they don’t always know is that those same companies approach companies like Intergalactic to ideate and create the end experience. This is something we’ve been hired to help with on more than one occasion.

How do you think the structure of agencies and its landscape will change in the next 5 years given anticipated rapid growth in VR/AR technology?

I believe we will start to see roles expand or additional roles appear within agencies as they deal with 3D interface design. Up until now we’ve focused on good 2D design, now we will need to think in the third dimension and how information can be overlayed to convey priority. I also think everything will be tried through the lens of VR, which will need to be tempered by the need to make things of value, either functionally or aesthetically. As always, agencies that get this and find ways to reach broad audiences will do well.

What is currently your biggest challenge (or as the industry) in regards to integrating VR/AR?

The biggest challenge is finding ways to create multi person experiences that are truly immersive. We all know how important social is in the technology realm so we focus on using ubiquitous devices such as smart phones or enclosed environments to help us deal with shared social VR experiences.

We know that VR/AR will be disruptive in many different industries, how will this affect your company and your clients?

The bar keeps getting raised in terms of experiences. Our clients already acknowledge this truth and have been very keen to embrace VR/AR. As a result we’re seeing a lot of our very marketing conscious sectors such as Events, Retail and Real Estate be very open to our proposals. Interestingly enough, it isn’t just for the novelty, but seems to be for the long term as there is recognition that VR/AR present more complete ways to experience products and remove barriers to a sale. For Entertainment oriented clients and other Agencies we were already there and everyone we speak to just seems to be glad that the technology is catching up with our imaginations.

 
 

Why is it important for agencies to be onboard now and join the VR/AR Association?

Easy, so you don’t get left behind. Things are evolving so quickly, it’s nice to have a way to keep up to date that doesn’t require you to do all the research first hand - no one has time for that.

What benefits do you see in being a member?

Simply, visibility, information and analysis. We want to keep our mind share for our clients, be inspired and share what we’ve learned.

We'd like to thank Michael from Intergalactic for participating and you can check them out at www.intergalactic.com

VRARA Vancouver Member Spotlight: Miguel Testa of PanoRabbit

VRARA Vancouver Spotlight:

Miguel Testa, CEO of PanoRabbit

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Interview with Laura Ryu, VRARA Vancouver Marketing Manager

What attracted you the most into the VR industry? I got hooked into the VR industry after an HTC Vive Game Jam hosted by CDM. At the time, neither the Vive nor the Oculus Rift have had consumer releases, so I’ve never really tried before then. Before starting on coding our team’s entry, we had the chance to try some room-scale demos by the sponsors. I was overcome by awe of how real it felt. But it was the moment I uploaded a test build I created with Unreal Engine 4 that I really came to love VR. I made a room whose walls are made from the stock UE4 materials with a single light in the centre. The moment I put on the headset is the single most transformative experience in my career. I was inside a world, simple as it maybe, that I created. I could walk through it, see it’s details, see how the light bounces from different angles. From then on, I decided that I wanted to build more worlds like that one.

What is your company all about? PanoRabbit is all about making VR and 360 panoramas simple. At the time, there were not a lot of tools to upload 360 content to share and view in Virtual Reality. Most of the time, you had to make a basic Unity scene to view 360 photos in VR. I found this to be a pain, since I was doing some work in the Real Estate space making VR walkthroughs. My co-founder, Kenny Wong, approached me and shared the idea of making a platform that simplifies the process of sharing panoramas to be viewed in VR.

What do you love the most about your company (product, service-wise, culture, etc)? I love our users. We have been laying low for the past little while because we’re thinking of reworking a lot of aspects of our product, but we have a couple of core users who still upload panoramas regularly.

What excites you the most about the VR/AR industry and how is your company going towards it? The VR/AR industry is always evolving and there’s always something new around the corner. One particular aspect of the industry that is getting a lot of steam lately is the new frameworks and tools coming out for mobile and web VR development. Among these are A-Frame, Viro VR, and React VR. These new tools will help us integrate new and exciting features into our product. We look forward bringing those into our new builds.

What is one thing that we can expect from PanoRabbit in the future? We’ve been experimenting and working on a major overhaul these past few months, so expect a big upgrade sometime in the future!

 

If you want to learn more about PanoRabbit, check them out:

https://panorabbit.com/

https://www.facebook.com/panorabbit/

https://twitter.com/PanoRabbit

 

VR/AR Association hosting the biggest tech party in Vancouver for CVR!

RSVP HERE

The VRARA is an association that accelerates growth, knowledge and connections and what better way to cultivate this mandate by throwing an entertaining night after CVR Industry Day. The Vancouver Chapter led by Dan Burgar is showing the world why this city should be recognized as a top global hub for VR/AR/MR.

CVR has really grown into one of the biggest global VR/AR/MR events in the world, led by one of our chapter Board Directors of the Vancouver Chapter Anne-Marie Enns. The VRARA is fully embracing this event and having the technology be at the forefront by bringing together leaders of all types.

We're hosting the biggest tech party of the year tomorrow Friday, May 5th, with not only leaders in VR/AR/MR like HTC, Google, Microsoft, CognitiveVR, Super Ventures and Meta. But some of the other attendees joining us will include Oracle, Lululemon, CNN, Ford, Accenture, Nasa, Delta, Sony Imageworks, EA, Capcom, Best Buy and many more. 

  • Network with the VR/AR Industry influencers, companies of all types, VCs and thought-leaders of top companies

  • One of Vancouver's hottest musicians Alex Maher, Alex’s music fuses elements of soul, pop, funk, and jazz with insightful lyrics, he utilizes a loop pedal and is called "the one man band"

  • Our VRARA DJ will be spinning all your favorite tunes

  • Amazing street script artist Mega McGrath will be painting live and we'll be auctioning the painting off and the proceeds will go towards the Canuck Place Children's Hospice

  • Futurist, Entrepreneur and Global TV personality Lindsay Smith will be the MC for the night

VR/AR Experiences:

  • IngeniousVR from LA called First Date experience, an exciting interactive virtual reality comedy experiences and more

  • Aloha 360 is a VR experience that brings people to one of the most beautiful places in the world, Kaua’i, Hawai’i. Here they meet one of the most beautiful people in the world, Sabra Kauka, a Hawaiian Kupuna (elder) who is known as a living embodiment of aloha (love). Experience the beauty of this special place as Sabra shares a blessing of Aloha with you. The experience made it's debut at VRLA and NAB 2017. Aloha 360 is directed by award-winning filmmaker and National Geographic Explorer, Josh Thome.

Sponsors:

Skyrocket Digital A global digital branding agency offering global services in branding, web app development, ux, ecommerce, digital strategy & social marketing. 

Gowling WLG With a team of over 80 legal professionals, Gowling WLG's Vancouver office is one of the city's leading business law, litigation and intellectual property law firms.

CreativeBC Creative BC is an independent not for profit agency responsible for promoting and developing the creative industries in British Columbia.

Archiact A leader in VR/AR products and content.

BCLC Entertains players with the chance to dream, play and have fun, benefiting the people of British Columbia

BC Lions BC's CFL team, gearing up for the 2017 season

Brainstation BrainStation is a global leader in digital skills training empowering individuals and organizations to achieve digital success through courses, workshops, events and corporate training.

We're proudly supporting Canuck Place Children's Hospice. Canuck Place offers a comprehensive clinical care to over 670 children living with life-threatening illnesses the families who love them throughout British Columbia. The unique program offers world-class health care within a home-like environment. 

Whether a life is measured in days, weeks, or months, children deserve the opportunity to learn, develop and grow. Canuck Place encourages families to live in the moment.

Please contact Dan Burgar (President, VRARA Vancouver) at dan@thevrara.com for any inquiries.

Recap of Vancouver Chapter event, VR/MR Beyond Gaming

Another sold out Vancouver chapter event took place on February 23rd at the TELUS Garden Flex Space, provided by TELUS PureFibre Team.

This event, VR & Mixed Reality: Beyond Gaming, was focused around the practical usage of the technology and the ways we expect it to disrupt wide range of industries and in our daily lives. Kharis O’Connell, author of Designing For Mixed Reality, led the keynote speech on Practical MR/VR and Designing for the Future. He explored the possibilities of integrating mixed reality in businesses and our daily lives, as well as potential limitations and ethical boundaries.

The rest of the night consisted of networking, bites and sips, and demos. Our attendees were immersed in four different demos from CognitiveVR, LNG Studios, LlamaZoo, and Build Direct. CognitiveVR showcased eye tracking VR analytics compatible with the new FOVE headset, and LNG Studios showcased GoogleEarth view for HTC Vive. LlamaZoo and BuildDirect showcased their demos on Microsoft HoloLens. LlamaZoo demonstrated mixed reality anatomy of a canine heart, whereas BuildDirect showcased a demo for interior designs.

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We're proving that Vancouver has a huge appetite for VR/MR and is only growing. The chapter is excited about upcoming events as well as other initiatives that will help us to continue to cultivate Vancouver as a global VR/AR/MR hub.

A special thank-you to all of our sponsors who made this event possible: Entax Consulting, TELUS PureFibre, BCIT, Voyer Law.

Written by Laura Ryu

Photo Credits to Josue Pacheco @josuedev

 

The VR/AR Association (VRARA) is pleased to announce that the British Columbia Institute of Technology (BCIT) has become its newest member

VANCOUVER, British Columbia, Feb. 1, 2017 /PRNewswire-iReach/ -- Both the VR/AR Association and the BCIT are dedicated to fostering growth, education and research in the virtual reality and augmented reality/mixed reality communities.  As a member, BCIT  will participate in the Association's Educational Partner Program by which BCIT's research groups will be connected with VR/AR/MR companies to accelerate research, development and learning. In addition, the Association will help enhance networking opportunities for BCIT students in the VR/AR/MR industry.

"We're very excited to have BCIT join the association, having one of BC's largest post-secondary institutions is going to be key to our growth and for us to continue supporting our goals to making Vancouver & BC as a hub for VR/AR/MR" says Dan Burgar, President of the VR/AR Association Vancouver Chapter.

BCIT has a number of VR headsets, including the Microsoft Hololens, that are loaned out with the support of their advanced Learning and Teaching Commons. Instructors, students, and staff all have the ability to borrow the technology to integrate into their own learning. James Rout, Associate Vice President Education Support and Innovation, says that "this kind of democratization has already lead to impressive projects spearheaded across many programs."

"It is integral that BCIT students have the opportunity to learn and train with VR and AR/MR technology, because they will almost certainly be encountering it in their future workplaces," saysRout. "By joining the VRARA, we're providing BCIT students with the resources they'll need to navigate a rapidly-changing technological landscape."

In the BCIT Automotive Technician program, instructor Vince Piva took advantage of a 3D scanner to scan a transmission. Using VR technology, students will be able to break down and rebuild a transmission – before ever touching a real car.

"What they're doing at BCIT is transforming the learning and education field, it's shifting the paradigm of the way students retain information and that's exciting," says Burgar

About the VR/AR Association
The VR/AR Association (The VRARA) is an international organization designed to foster collaboration between innovative companies and people in the virtual reality, augmented reality & mixed reality ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

About BCIT
BCIT is one of BC's largest post-secondary institutes, with five campuses, 300 programs, and more than 48,000 students each year. BCIT's credentials range from certificates and diplomas to bachelor's and master's degrees in areas such as Applied and Natural Sciences, Business and Media, Computing, Engineering, Health Sciences, and Trades and Apprenticeships. Our programs are developed in consultation with leading employers and industry associations, and our instructors have years of industry expertise. With a history of excellence in applied education and research, industry partnerships, and economic impact, BCIT is developing real-world solutions born from real-world challenges

Media Contact: 

Dan Burgar, VR/AR Association, Vancouver Chapter President dan@thevrara.com

Kris Kolo, VR AR Association, Global Executive Director kris@thevrara.com

Vancouver Pushes its Global VR Hub Potential

Original article posted at on BIV

Virtual reality firms launching centre for excellence and new industry group

Dan Burgar, director of business development and partnerships at Vancouver-based virtual reality firm Archiact Interactive, showcases some VR headgear. Over the past two years, the company has opened offices in China and secured a $4-million investment from Shanghai's 37Games | Photo credit: Chung Chow

San Francisco and Seattle are known for tech and gaming, and Los Angeles has the market cornered on film and TV.

But a little farther north you’ll find the one West Coast city possessing deep enough expertise in gaming, tech and entertainment to emerge as a global virtual reality hub, says David Gratton.

After the CEO of Vancouver-based Work at Play tried on the Microsoft (Nasdaq:MSFT) Holo
Lens headgear in 2015 he decided it was time to pivot his digital agency and become a centre for excellence in virtual reality (VR) and mixed reality (MR).

Gratton is in the midst of locking down a site near downtown Vancouver that could house as many as 50 VR/MR experts who would collaborate in a collective workspace.

One of the requirements is that workspace occupants, who will share access to VR/MR hardware and boardrooms, must meet once a week to share best practices.

“This is not a collective for somebody who’s just looking for space to lock themselves into their office and never come out. It will be a requirement to participate,” Gratton said.

He plans to launch the space by April and is counting on competing firms to actively collaborate on problem solving in an industry still in its early stages.

“Content is a big component of what this new type of computing requires,” he said. “And it requires 3D content, and we have a robust games industry here and we have a games legacy that is very, very, very, very strong and that has the technical ability to deliver 3D assets.

“Further to that, you have this technology that is a new way of certainly storytelling and immersing an audience. And we have a film and television industry here as well in Vancouver.”

Edoardo De Martin, director of Microsoft Vancouver, told Business in Vancouver that his office would be supporting the collective workspace upon its launch.

“The talent that you’ll find in 3D development across video games, special effects and animation in British Columbia is ideal for the growing VR/MR industry,” he said in an email.

“There’s an opportunity for Vancouver to establish itself as a global leader in this sector, and spaces like the one proposed by David Gratton will help us move faster.”

Wren Handman, who writes about VR at the Axiom Zen innovation studio, said Vancouver is the only city she’s aware of that is launching a VR co-operative working space.

“We have this very interesting geographic position, kind of in the centre of the triangle, almost, that gives us a leg up over other Canadian cities like Montreal and Toronto,” Handman said.

And beyond West Coast U.S. cities like Seattle, San Francisco and L.A., the last side of that triangle Handman refers to is China.

“In China there’s a big market for VR, but there’s a lot of the copycat hardware type of platforms and not very good content. But the appetite there is huge,” said Dan Burgar, director of business development and partnerships at Vancouver-based virtual reality firm Archiact Interactive.

Over the past two years Archiact has opened offices in China and secured a $4.12 million investment from Shanghai’s 37Games. The Chinese company in turn took a 10% stake in Archiact.

Last fall, Beijing-based Match-Light Interactive Entertainment Technology Corp. opened its first North American office in Burnaby, where it launched a North American subsidiary known as Fire-Point Interactive.

Fan Zhang, the local office’s games publishing manager, told BIV in November the company launched Fire-Point Interactive to capitalize on the level of talent already emerging from the local VR sector.

Handman said it’s unclear why the content being developed in China isn’t as strong as what’s emerging from North America. But developers on this side of the Pacific are benefiting from China’s advancements in hardware.

“They can do things with hardware that we can’t [in North America] because our patent laws are very different,” Handman said.

“It’s copying designs and then being able to rapidly innovate in a way that we can’t here because we have so many different patent laws, and different people own so many different parts that innovating on someone else’s design here is illegal.”

Bill Tam, CEO of the BC Tech Association, says the region is being helped considerably by having a head start over other potential global hubs.

“It probably goes back to early days when Vancouver was at the cutting edge of a lot of 3D work, whether it was 3D animation or 3D special effects – you can go back easily 10 years,” he said.

Much like Work at Play, Archiact has pivoted its own business with the launch of more consumer-oriented VR hardware over the last year and a half.

Starting as a gaming company in 2013, Archiact’s move into VR and augmented reality highlights the industry’s search for solutions to real-world problems, Burgar said.

“To build demos or experiences for VR, it’s just not really going to move the technology along and it’s not really going to do much to build [Vancouver] as a VR hub,” he said.

Surrey’s Conquer Mobile is developing VR training for medical professionals, Port Coquitlam’s Finger Food Studios is helping firms create life-size holograms with the HoloLens, and Archiact has been creating content for the real estate industry.

The region’s proficiency at developing VR content pushed Burgar last month to launch a local chapter of the VR/AR Association, a global industry group with offices in London, Los Angeles and San Francisco.

Archiact’s own growth has been swift the past year – its workforce has expanded from 35 to 80 people since February 2016 – and it’s one of the few VR firms bringing in revenue, Burgar said.

Finger Food Studios, meanwhile, brought in an estimated $20 million in revenue in 2016, according to CEO Ryan Peterson.

“Out of all the chapters, Vancouver’s leading the way,” Burgar said. “It surprised the head office at the VR/AR Association because they’re like, ‘Vancouver – where is this?’ We’re really building it out to be the potential next Silicon Valley for VR and mixed reality.”