The Transformation Of Retail Shopping With Augmented Reality

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Technology is helping retail make shopping fun again. Shoppers no longer have to visit brick-and-mortar stores and peruse for neon "open" signs. Now your smartphone can function as a personal computer and you can have access to a digital shopping cart and register with just a few simple clicks. For the most part, retailers have done an adequate job of adapting an omniexperience model for their customers, but something was still missing. However, this changed when augmented reality (AR) arrived on the scene.

Apple (ARKit) and Google (ARCore) are facilitating this change by embedding AR technology into their respective smartphones to allow developers -- and by extension, retailers and marketers -- to create incredible AR experiences. In fact, Digital Bridge shows that 74% of consumers now expect retailers to offer some type of AR experience. AR is set to reconnect physical and digital retail.

This includes building deeper messages via AR in all in-store signage, having AR hosts that direct consumers to specific departments within a store, co-branded augmented products with shelf-talker callouts and instant coupon delivery based on AR actuation.

As far as applications go, Overstock.com updated its iOS app to allow users to view its products via augmented reality thanks to Apple's ARKit. (Full Disclosure: Overstock.com and AkzoNobel are VR/AR Association members.) This feature allows users to actually see what certain pieces of furniture might look like in their own homes or offices, much like the IKEA application. Thanks to AR, which uses visual search or image recognition, it's making it much easier for consumers to find exactly what they are looking for instead of doing traditional Google Searches. The technology also encourages customers to test the app out and pull the trigger on purchases. According to Amit Goyal, SVP of product and engineering at Overstock.com, the company has seen an increase in adoption and conversion. "The major win is the increased customer engagement in the app."

As every new technology, AR is primarily being used by the innovators and those who are ahead of the curve. But even struggling retailer Toys R Us, a company I used to work for, has tapped into the potential of AR to bring back fun and excitement into it stores and woo shoppers. Based on 2016 data, the vast majority of Toys R Us' revenue is still generated it its stores, so in-store experiences that drive foot traffic and are in line with customer expectations are essential. Although it's doubtful that Toys R Us' AR experiences will ever reach the popularity of something like Pokemon Go, the company made a smart move in creating several next-gen AR experiences for your smartphone and tablet that can be only activated in the store, making the landmark retailer a fun destination.

AkzoNobel, a Dutch company that creates paints, launched an AR app called the Visualizer, which has been downloaded 18 million times globally. The app is a great example of how AR technology can solve a specific use case. Choosing the right paint color for a room in your house can be stressful because it's hard to envision what the room will look like once it's completely painted. In order to help give you confidence in your color selection, the app allows users to see what a room could look like in a variety of different colors in real time -- all before any paint is applied to the wall.

AR solutions are not out-of-reach solutions in the retail space -- they are real, and consumers love them. In fact, 69% of customers expect to have access to AR apps from the stores they love to shop at over the next six months. The more users feel connected with the product in AR, the easier it is for them to purchase items and share fun content with friends and family online.

Join our Retail Industry Committee here

Recap of our VR AR Online Conference: 75 Speakers, 9 Tracks, 10000 Viewers

Watch the recording of the online conference here

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Thank you to everyone for making our VR AR Online Conference a success! We had 75 Speakers and over 10000 views. Our Industry Committees presented 9 tracks including: AEC, Education, Enterprise, LBE Arcades, Marketing & Advertising, Retail, Storytelling, Training, and WebVR.

Special thanks to our Sponsors:

You Are Here - an immersive experience lab that helps agencies and brands engage customers with a strategic mix of innovation technologies for events, marketing, and training all over the world.

Atheer - AiR Enterprise is the award winning AR software platform for industrial enterprises. 

ThirdEye Gen - Our X1 Smart Glasses™  represents the latest in powerful AR smart glasses technology .

PTC - a global software company that delivers a technology platform and solutions to help companies design, manufacture, operate, and service things for a smart, connected world.

Kaon Interactive - a provider of interactive 3D marketing applications that help B2B marketers and salespeople demonstrate and differentiate products anywhere, anytime, on any device.

Vuze - the world's leading VR Camera developed by Humaneyes

Marks & Clerk - Patent Attorneys, Trade Mark Attorneys, Lawyers, Consultants.

aisle411 - We create the WOW factor for your customers by adding Augmented Reality to your venue.

Order 66 Labs

SecondMuse - We are an innovation agency designed to tackle complex problems.

 

Watch the recording of the online conference here

Enterprise AR is Going to ‘Get Real,’ and More Predictions for 2018

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Google, Amazon, Facebook, Apple, Samsung and Microsoft all want a piece of the VR/AR pie – not to mention Magic Leap, whose first consumer product is “coming soon.” VR/AR is about extension, engagement and monetization. Not since the 1980s have all the big tech players been battling for consumer attention and dollars. So, what is on deck in 2018, and why should we care?

These are the trends highlighted by ARtillry Intelligence for 2018:

Enterprise pulls ahead
Enterprise AR is going to get real in 2018, with companies capitalizing on ROI in both efficiencies and error reduction. Think processes, and how interdisciplinary teams can work better together.

Mobile AR rebounds
Mobile AR is set for big wins in 2018! With everybody owning better and higher-resolution phones, the adoption of mobile AR is a natural evolution. AR app revenue is due to increase because companies will start creating AR apps to sell their products and further extend and engage their customers.

Mobile AR standards develop
With both Google and Apple introducing AR offerings into their lineups, coupled with increased demand from retailers, native AR and AR-first mobile app experiences will rule 2018. As a result, AR standards are set to be solidified this year. User experience will be top-of-mind for product managers.

Consumer VR gets a jolt
With Oculus Go set to release in mid-2018 and reportedly to be sold at $199, consumers will happily buy in to provide a jump in the VR market.

Unifying technologies emerge
As platforms and fragmentation continue to evolve, consumers and enterprises alike will look to tech that provides seamless execution. Enter WebVR/AR. In addition, expect to see more tools for developers and options for enterprises.

Ultimately, it will be a race to 100 million VR/AR units sold. According to ARtillry Intelligence, “That’s the size of the installed base that will be a key milestone and turning point for VR. It’s the number that attracts content creators and supporting functions, as well as a network effect.”

What is the unit price that drives the market? $200-$400. How many years until VR/AR reaches the magic 100-million mark? Three years.

We already know that games with in-app purchase business models are proven revenue generators. So, companies in 2018 will try to tap into ROI success experiences and experiment with location-based promotions and sponsorships. Overall, with investment dollars continuing to flow, the market is not slowing down.

The year 2018 will bring more strategic investment, business development and spend in VR/AR. Some unicorns should expect to see their rainbows narrowed – but more established businesses will begin to taste the ROI of user-based VR/AR experiences.

Published by ISACA News

Virtual Reality: The Next Generation Of Education, Learning and Training

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When people hear about virtual reality (VR), images of a person wearing a headset and holding a gaming console usually come to mind. However, for the education sector, VR is an opportunity to finally connect with both learners and teachers in a novel and meaningful way. For example, EON Reality collaborated with Oral Roberts University to create the Global Learning Center, a dedicated facility for augmented and virtual learning. 

As the global executive director of the global VR/AR Association, I've watched our 3,900-plus registered companies and our Education Committee and Training Committee work on best practices, guidelines and standards to accelerate the VR/AR industry for all, one committee in particular being devoted to education and training.

Today, VR can enable experiential learning by simulating real-world environments. Students can test their skills, record their work and interact with experts all within VR. Students have responded overwhelmingly positively to active learner engagement. A recent study shows that "93 percent of teachers say their students would be excited to use virtual reality and 83 percent say that virtual reality might help improve learning outcomes." This points to a universal trend as these students will soon enter universities and then the workforce, where job training scenarios will become the new classroom.

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For visual learners and individuals with learning challenges, VR provides an alternative medium to meet their needs. Likewise, educators see increased engagement levels and improved test scores across the board with VR education programs. Hands-on learning techniques like VR education directly contribute to increased cognitive memory.

The benefits of incorporating VR/AR tech into educational experiences include better, more immediate engagement and the opportunity for learners to "feel" the experiences and better remember and express what they learned. A student can experience what was not possible to experience before and become better prepared for when such experiences occur in the real world.

The basic functionality of VR in education is to bring learning to life via a virtual environment. The more a learner is able to participate in life-like engagement, the easier it is to personally feel a connection to the subject material, making it easier for application and retention of the subject matter.

The most popular trends in VR learning include enterprise and education. In enterprise, Walmart is using VR to help train its employees on topics like management and customer service. Soon, all 200 of the company's U.S. training centers will use VR instruction to educate the estimated 150,000 employees going through the program annually.

In education, there's Star Chart, an iOS and Android app with over 20 million users that brings the universe a little closer. Users learn about astronomy by pointing their phones to the sky at night and utilize other features to learn about planets and space discovery.

It’s important to pay attention to this trend and adopt VR solutions in your organization to educate employees in new and better ways and teach students with more engaging and effective tools. However, like many new technologies before it, awareness is the first barrier to entry followed by cost and content.

Many are still not aware of VR training solutions that are proving to be effective. At The VR/AR Association we are doing our part to promote the industry and help organizations locate the best VR solutions for their use case. Meanwhile, quality VR headsets come at around $399 (already down from $599 ore more just a few months ago). Cost is steadily declining our research points to $199 being the sweet spot price point for “mass adoption.” Finally, better content — specific for each use case — is needed and is being created for enterprise use cases and educational curriculums.

In 2018 we will see the costs decrease, better content emerge and more awareness spread, which will propel the VR/AR education market to high growth.

Ultimately, VR in education will revolutionize not only how people learn but how they interact with real-world applications of what they have been taught. Imagine medical students performing an operation or geography students really seeing where and what Kathmandu is. The world just opens up to a rich abundance of possibilities.

 

Exploring Virtual Reality as a Forensic Tool Criminal Justice

By Eduardo Neeter, Principal, FactualVR, Inc.

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Virtual reality (VR) offers unparalleled capabilities to support and facilitate forensic activities. VR and other related technologies, like augmented reality (AR) and mixed reality (MR) have been around for more than half a century, but it is only in the last few years that it has shown the potential to go mainstream.

The question if VR will successfully go through massive adoption, and if users will ever want to walk around with digital glasses that sense and display information everywhere is still not answered, and it will likely take a few years to know for sure.

What is clear at this point in time is—given the increased power and reduced cost of the VR building blocks that are required to provide a truly believable experience—this technology will be widely adopted across specific target domains. Tools supporting use-cases where spatial information is critical, like crime scene reconstruction, will be able to leapfrog current capabilities. For these specific areas, VR could prove to be the most powerful media ever invented.

Presence through immersion

The main capability offered by virtual reality is that it “tricks” the users into a sense of “presence.” The sense of presence is well defined1 as “the subjective experience of being in one place or environment even when physically situated in another.”

A VR environment can deliver the sense of presence by leveraging immersion capabilities. Immersion describes the extent to which technology is capable of delivering a vivid illusion of reality to the senses of a human participant. A well created VR environment will reproduce images and sounds of a scene from the point of view of the user, and deliver in real-time these images and sounds adjusted to each user’s eyes and ears, based on the user’s position and orientation. It will also render the digital images from the user’s perspective with enough precision and sufficient frequency that it causes the user’s brain to reconstruct a 3-D model of the scene, and place the user at the center of such model. Long story short, the VR environment makes the user “feel” that he or she is at the scene.

In addition, this idea can be extended to emphasize the fact that the VR experience is facilitated by means of a communication medium, and as such, it can take place remotely, therefore the term “presence” in the VR context is also referred to as “telepresence.”

VR/AR Association (VRARA) Criminal Justice Committee - Hands-on Encounter

With the interest to explore and study the impact of VR in policy and practices across the Criminal Justice domain, the VRARA Criminal Justice Committee was founded by co-chairs Rory Wells, Assistant Prosecutor in Ocean County, NJ, and Eduardo Neeter, Founder of FactualVR, a technology start-up providing VR services for crime scene reconstruction. The scope of the new committee includes a broad range of use-cases, such as investigations, future courtroom applications and rehabilitation.  

The VRARA Criminal Justice Committee held its first hands-on meeting September 22, 2017.  Multiple law enforcement agencies, academics, non-profits and providers from the United States and Canada met for a first of its kind seminar and discussion on the impact of VR and AR on the criminal justice system. The meeting covered demonstrations of the latest technology, including VR applications from event co-sponsors FARO Technologies and FactualVR. The topics ranged from training and investigations, to the use of VR at trial, and the use of VR for rehabilitation/reentry after serving time in prison.   

Participants included forensic professionals and officers from multiple crime scene units, including NYPD, Toronto PD, Westchester County, NY and Hudson County, NJ.

Discussions centered around or focused on the benefits and potential of VR technologies, compared with current tools and practices. One of the attendees said, “The person in charge of the case sometimes doesn’t go to the crime scene for days or weeks, and in some cases doesn’t go at all. With this technology, they could walk into the scene right away, whenever they want.”

Collaboration and communication between investigators and prosecutors appears to be an area of interest and could offer significant value. This area could demonstrate the potential of VR as a productivity tool, as it has the potential to allow people do things they couldn’t do before, and at the same time, be able to do it more efficiently and with less friction than ever.

Detective Donald Palmer from Westchester County (NY) attended the VRARA event in September. We met again at the IAFSM conference in Atlanta about six weeks later. At the IAFSM conference, Palmer mentioned they had already started to test the VR capabilities in-house.

“Based on the VRARA presentation we bought a VR headset," he said. "We have been testing the VR software and showing our bosses how the scans look in VR. Everyone is beyond impressed with it. We are going to work with the Forensic Coordinator ADA from our DA’s office to determine if or how this could be shown in court.”

Looking forward, we are witnessing the emerging of a medium that could change the way we communicate, especially how we communicate about places and scenes, and anything related to spatial and 3-D information. It’s not a matter of if but "when," as the technology continues to mature and becomes mainstream, people will eventually demand that VR be used in every courtroom.

References:
1. Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and virtual environments, 7(3), 225-240.

Source

Watch the Recording of our Symposium: VR & AR in Healthcare

The VR/AR Association Healthcare Committee has produced this online event that was attended live by 500 doctors, specialists, and executives from around the world.  

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ETSI, VRARA to work together on Virtual and Augmented Reality for 5G

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Join our 5G Networks Industry Committee here

European ICT standards body ETSI and the global VR/AR Association (VRARA) have signed a letter of intent to collaborate on interactive VR and AR technologies delivered over emerging 5G networks and hosted on Multi-access Edge Computing (MEC) sites. The partnership is designed to encourage common member companies to pursue VR/AR-focused use cases and requirements for ETSI MEC Phase 2 with a view to ensuring that the resulting specifications address the needs of the sector.

VRARA will also support adoption of ETSI MEC work as appropriate and highlight benefits of Edge computing to VR/AR solution developers, said the partners in a statement.

Virtual and Augmented Reality technology holds the promise to fundamentally transform how people interact with and experience the physical world, how they are entertained, and how services are delivered to them.” states Alex Reznik, ETSI MEC chairman. “We are at the cusp of this transformation, and, yet, it cannot happen unless the networks that will have to support these applications can deliver the required performance, e.g. latency on the order of several milliseconds. Edge computing is necessary to deliver such performance; while mobile networks, which today already provide pervasive global connectivity, are likely to continue occupying this central role.

The partnership between ETSI, the home of the world’s leading Multi-access Edge Computing standardization activity and VRARA, the world leading industry association representing the Virtual and Augmented reality industry recognizes the need to bring the two communities together. This cooperation will encourage common member companies to pursue VR/AR focused use cases and requirements for ETSI MEC Phase 2 so as to ensure that the resulting specifications address the needs of this key industry sector. VRARA will support adoption of ETSI MEC work as appropriate and highlight benefits of Edge computing to VR/AR solution developers.

In a recent research report we’ve published, we learnt that enterprise AR & VR have more receptive buyers than consumer markets, due to a strong ROI case.” says Kris Kolo, Executive Director of the VR/AR Association. “Working closely with ETSI which expertise lays in all ITC related sectors makes sense. We’re really excited to start this collaboration with their MEC group.

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

For more information please visit: www.thevrara.com

About ETSI
ETSI produces globally-applicable standards for Information and Communications Technologies (ICT), including fixed, mobile, radio, aeronautical, broadcast and internet technologies and is officially recognized by the European Union as a European Standards Organization. ETSI is an independent, not-for-profit association whose more than 800 member companies and organizations, drawn from 68 countries across five continents worldwide, determine its work programme and participate directly in its work.

For more information please visit: www.etsi.org

Contact
Kris Kolo
Tel: +1 650 690 5361
Email: kris@thevrara.com

Claire Boyer
Tel: +33 (0)4 92 94 43 35
Mob: +33 (0)6 87 60 84 40
Email: claire.boyer@etsi.org

Virtual Reality, the Next Generation of E-Learning in Schools

Co-Authors:  Kris Kolo, Harry Evry, Carlos J. Ochoa, Rachel Ralph, Derek Jacoby, Yvonne Coady, Craig Vezina, Alisher Farhadi, Ross Cohen

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This article was written by VR/AR Association's Education Committee and features examples from Association members. 

Thank you to our sponsor CingleVue.

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VR and AR technology is rapidly evolving and is beginning to impact many fields and industries.  VR has the potential to immerse audiences, capture attention and dramatically reveal and showcase crafts, skills, sciences and systems in very memorable ways.  It can transport students into real-world or simulated locations or simulated environments, and interactively test and record their skills and reactions in a wide range of situations.

VR and AR can be used to invite world-renowned experts into the classroom, and introduce exhibits and examples that might be otherwise too costly, rare, destructive or hazardous to actually bring into the academic environment.  Both technologies can be leveraged to overcome issues of risk, time and scale, allowing students to experience situations, processes and phenomena that might be difficult to perceive or observe in physical reality.       

Today, educators can provide experiential learning without ever having to leave the classroom. Companies like VReducation have built VR experiences that take the concept of ‘learn through experience’ seriously. The company, based in Waterford, Ireland, created an education platform called ENGAGE that gives students and teachers the ability to communicate in a safe, virtual environment. The system allows up to 30 users into an experience at a time and has virtual assets such as presenter tools, interactive whiteboards, and streaming media features to keep things focused. The company’s Apollo 11 VR experience has already won multiple awards, and the upcoming Titanic VR is set to debut later this year.

Example: Schell Games SuperChem VR

Schell Games is one of the largest independent game studios in the US, and it aims to bridge education and entertainment. With support from an IES SBIR grant, one of their experiences is called SuperChem VR, a VR chemistry lab that feels every bit as tactile as its real world sibling. Students can perform specific measurements, conduct real lab procedures, and get real-time assistance. SuperChem VR prototype currently runs on the HTC Vive to allow for maximum hand and body movements in the learning space. The high-quality hardware allows players to focus on realism and accuracy without sacrificing visual and gameplay quality.

 

Example: WebGuys VR E-Learning Platform

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WebGuyz provides educational experiences through VR AR. Currently, Webguyz is partnered with NYC Dept of Education, UFT, NYIT, and Jump into the Light as well as Cisco Netacad to make VR and MR accessible to public as well as private school students. WebGuyz has created VR/AR experiences and curricula that are fully aligned to the common core and NY State Regents Examinations. Students are learning animation development and web development for VR, along with VR cyber security training. With more and more opportunities being developed for e-learning, WebGuyz is excited to clearly see VR/AR at the forefront of experiential education.

 

Example: ONE Digital SmartEducationLabs

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SmartEducationLabs (SEL) is a platform for educational services from ONE Digital, which includes VR & AR. SEL is compatible with traditional, multimedia and smart classroom lessons, and is used as a complement and not as a substitute for current systems.  Some Schools in Emirates and Spain are already working with SEL.

In 2016, The Ministry of Education of Emirates, implemented a Learning Resources Centers (LRC) Program in schools. Every LRC is equipped with VR/AR devices. The software suite includes virtual learning worlds complement text and pictures with a 3D experience.

 

Example: Steven Bambury at the JESS Dubai School

Head of Digital Learning and Innovation at JESS Dubai, Steve Bambury, uses VR headsets for use across the curriculum and staff regularly harness applications like Nearpod, Google Expeditions and YouTube 360 to share content with students. JESS continues to pioneer and seek new opportunities, running pilot schemes for LifeLiqe in Science, Kubity in DT and ImmerseMe in the Modern Foreign Languages Department. Another key pilot scheme has been Timelooper, an amazing VR platform for learning about history that transports students back in time using a clever mix of re-enactments and digital effects. Timelooper is primarily being harnessed in Key Stage 4 with GCSE students but younger students have also been able to engage with some truly unique experiences such as the Year 6 students who travelled in time to experience The Blitz in WW2.

 

Example: RealCast VR History & Culture

Founded by pioneers from education, robotics and game production, RealCast is using VR AR to fundamentally transform our relationship with history and culture. Based out of Paris’ Station F (stationf.co), the company develops new forms of multi-user interaction in VR AR to create seamless interactions between historical characters, settings and artifacts so as to powerfully enhance users' understanding of bygone times.  Its first In Situ Experience (ISXP) use-case provides interactive AR experiences via HoloLens for medieval castles with leading international educators and scholars as content and storytelling advisors. In addition to high-level content, RealCast is also developing a platform which will serve as sort of "time machine" for developers to build their own VR AR content with the aim of bringing history alive in powerful and unprecedented ways.

 

Example: Transmersive VR AR Exhibits

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Transmersive Media and Exposition Online, Inc is developing linear, interactive and location-based VR AR exhibits and attractions.  Two such educational VR AR exhibits include NightLife and Windows on the Past developed in collaboration with Playground Media Group and Red Gypsy Animation for the Las Vegas Springs Preserve.  In NightLife, students and museum guests gaze out a large simulated window through mounted, swiveling, “Night Vision Goggles” searching for and capturing images of nocturnal desert wildlife.  Virtual expedition guides, appearing on a large monitor describe and explain the nature and unique habits of the various animals as they are virtually encountered.  

Windows on the Past employs AR technology to restore and bring to life the native inhabitants and culture of an ancient puebloan ruin.  Museum guests explore the reconstructed physical pueblo, then, gazing through augmented reality windows, they see the pueblo as it might have looked during its use and occupation many centuries before.  The current rapid accelerations in VR devices and technology have made it possible to economically deliver similar types of immersive learning experiences into every modern school and classroom.   

      

Example: QVirt VR Installations for Student Learning Center

The Center for Digital Media, Royal BC Museum, University of Victoria, and QVirt are developing installations for the soon to be opened Student Learning center in Victoria British Columbia.  In these early days of educational VR applications, it is critical to establish best practices for exploring quantitative and qualitative data revealing the subtle relationship between virtual experiences and learning.  We are building on previous research that explores quasi-experimental ways of measuring successful VR experiences through various knowledge pre- and post-tests for measuring content knowledge [1, 2]. We are combining these with surveys to measure the VR experience in general [3]. Still other researchers have measured presence, immersion, and flow as a way of understanding immersion and interaction, which can lead to learning [4, 5]. There are several survey questionnaires that have been developed and validated that would be appropriate for measuring learning, such as the Presence Questionnaire and the Immersion Tendency Questionnaire [5, 6].

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Presence is described as a “psychological state of being there mediated by an environment that engages our senses, captures our attention, and fosters our active involvement” [5]. Immersion is also a psychological state and can be characterized as “perceiving oneself to enveloped by, included in, and interacting with an environment that provides a continuous stream of stimuli and experiences” [5].  Flow is a state where “people feel involved in meaningful actions, maintain a sense of control and stay focused on a goal” [4]. The flow experience “seems to occur only when a person is actively engaged in some form of clearly specified interaction with the environment” [6]. Similar to presence and immersion, flow is focuses on active engagement within an environment. For example, Bressler and Bodzin [4] used a short flow state scale to measure flow in a post-survey with students.

References:

1.      Chen, C.-T., Development and evaluation of senior high school courses on emerging technology: A case study of a course on virtual reality. Turkish Online Journal of Educational Technology - TOJET, 2012. 11(1): p. 46-59.

2.      Hauptman, H., Enhancement of spatial thinking with virtual spaces 1.0. Computers & Education, 2010. 54(1): p. 123-135.

3.      Tcha-Tokey, K., et al., Propostion and validation of a questionnaire to measure the user experience in immersive virtual environments. The International Journal of Virtual Reality, 2016. 16(1): p. 33-48.

4.      Bressler, D.M. and A.M. Bodzin, A Mixed Methods Assessment of Students' Flow Experiences during a Mobile Augmented Reality Science Game. Journal of Computer Assisted Learning, 2013. 29(6): p. 505-517.

5.      Witmer, B.G., C.J. Jerome, and M.J. Singer, The factor structure of the presence questionnaire. Presence: Teleoperators and Virtual Environments, 2005. 14(3): p. 298-312.

6.      Witmer, B.G. and M.J. Singer, Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 1998. 7(3): p. 225-240.

7.      Csikszentmihalyi, M., Flow: The psychology of optimal experience. 1990, New York, NY: Harper and Row.

8. Developing Cyberspace, 2017, Harry J. Evry

9.         Carlos J. Ochoa Fernandez. Virtual and Augmented Reality in Education. Are we ready for disruptive innovation in Education?. 2016. ICERI (9th International Conference in Education, Research and Innovation). Pages: 2013-2022, ISBN: 978-84-617-5895-, ISSN: 2340-1095

VRARA Criminal Justice Committee Presents at IAFSM

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Atlanta, Georgia – VRARA Criminal Justice Committee (CJC) recently presented two sessions at the 4th Annual International Educational Conference held at the Hyatt Regency Downtown Atlanta (October 31, 2017- November 3, 2017).  The theme of this year’s conference was titled “Principled Data: From Crime Scene to Court”.  The International Association of Forensic & Security Metrology aka “IAFSM” comprises experts from a wide variety of backgrounds including law enforcement, military, engineering investigations, accident reconstruction and security professionals whose common element is the use and/or development of high-precision metrological systems.

Virtual Reality received a lot of attention this year in addition to presentations on cutting edge equipment, techniques and case studies to conclude a very successful event. Committee member and IAFSM Past-President, Eugene Liscio of ai2-3D stated, “I am very pleased with this year’s conference and the response from our meeting attendees on the use of VR/AR in the Criminal Justice system.  I believe most attendees saw a large potential for VR during the investigative process”.  

For information on the committee or future events, please email us at: info@thevrara.com.

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FactualVR Principal and VRARA CJC Co-chair Eduardo Neeter covering current and future applications of Virtual Reality for Crime Scene Investigation.

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VRARA CJC Co-chair Rory Wells, Esq. presenting on legal obstacles for VR to overcome before acceptance by the courts.  

Medical Education in 360 Video and Virtual Reality

By Brandon Birckhead MD, Co-Chair and Betsy Eble, Rafael Grossmann, Adriana Albritton, Participants of the VRARA Digital Health Committee 

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In the media, you may have heard “Running a Code” which is a protocol that is used when the patient's heart stops pumping. This procedure is taught in every medical school and is called Advanced Cardiac Life Support (ACLS).   It is usually first taught in a simulation center with robotic patients and several team members. Each person has a different duty during the code including: performing CPR, obtaining vitals, managing airway, drawing up/giving medications, writing down the information of event, and one person to take lead in the situation. When the real thing happens these situations are intense and the room is packed with people.

How 360 degree video could be useful for Medical Education

Healthcare providers could replay their own simulated codes with a system that can help guide them to the correct course of action during the replay of the video. One could add arrows to point to areas that need attention first, i.e. the airway. The program could pause at critical moments to allow for input of options available to provider.  A program could be built to test the student at the end of the replay using a “center of focus” heat map to find what steps they missed during the review. It may not be needed to have customized video for each healthcare staff member in training. A single recording may provide a significant benefit for provider training, however it would be interesting to see an experiment of the comparison.

One way to study this process is by placing the 360-degree camera where the head of the patient would be. Seeing things from the patient perspective can be quite humbling to see how your body language is perceived from their view point. Research has shown that a feeling of empathy can be invoked by a 360 video placed at the users point of view. Also it’s the one of the best positions for a three 360-degree video as the patient is usually in the middle of the room allow full use of 360 degree experience.

Another idea is to place of 2 or more of the inexpensive 360 video cameras would allow the student to change perspective during playback. This could be similar to the 360-video experience created by Intel (True VR) for MLB. Benefits would include the empathy gained from patient placement, a 3rd person view using an overhead camera to view all movement patterns and the placement of equipment staff during the Code and any additional placements that might benefit the student being trained. Adding in bio-feedback sensors to the simulations may help identify procedures, duties, situations of higher stress to the participants such as breaking bad news or assessing a dangerous situation.  Integration of multiple scenarios or scenario branches integrated into a learning management system/single simulation would allow students to interact with the learning module. The students could be given a list of actions that each would start a new simulation.

Another interesting idea is the use of Eye Tracking technology. I've been working with VPS , a company that has a simple looking pair of glasses that track the focal point of view of the user. Integrating the "3d person view", the student would be able to see themselves in  360 camera.  With this technology the analysis of where she was looking during the task, can have immense learning potential.

360 Video Success

One of the most successful startups in the VR industry, StriVR, uses 360 degree technology to train people to perform better at a task. They have had NFL teams, college teams, and major corporation as clients. Quarterbacks are able to go over plays many more times than just on the field. Now they are providing this technology to train Walmart employee.

Athletes become better by practicing. And being able to repeat movements and visualize situations without having to deal with a harsh environment or contact from an opposing team provides a competitive advantage. In the same manner, a person becomes more proficient and more able to master a skill by becoming more familiar with essential tools, viewing different perspectives, and playing diverse roles in a scenario. Practicing and role playing, also, diminish the shock and stress reaction that takes place when first responding to a crisis situation. Interactive experiences provided by 360 video and immersive VR can make learning much more comprehensive and deeply ingrained in your memory.

Interactive VR Experience

There is a company making an interactive VR experience for medical education, BioflightVR. The company has an emergency pediatric program that is similar to scenario stated above.  It would be interesting to see the outcomes of both a 360 degree program and an interactive VR program. I imagine there there is more information gained by assessment and possibly more retention with the interactive VR program. However, a study could find them to be comparable. The advantage 360-video has over interactive VR is time needed to create the experience. If every hospital wanted to have specific simulations for each student it could not be done with the current methods of creating an interactive VR experience. However, 360 degree video equipment has advanced substantially and Medical Simulation Centers have several staff members that can handle video equipment.

There are several questions that could be examined in a research study to evaluate the use of this technology:

1)     How does a 360-video feedback program compare to traditional video feedback for teaching medical students in regards to retention, preference, and assessment?

2)    Does placement of 360 video affect the outcomes when using 360-degree video for feedback (ie from patient perspective vs center of room vs physician lead position)?

a.     Secondary outcome: Is there an increase in empathy for patient with placement at patient perspective?  

3)    If medical students or residents take home 360-degree video for repeated playback over a set period of time does it have an impact on long term memory of protocol (Intervention during 2nd year medical school with assessment in 4th year)?

4)    Are there improved outcomes (retention of knowledge, preference by student, and  assessment by teacher) in using recorded simulations for each student vs a single simulated recording?

We are currently working with the other VRARA Digital Health Committee members to improve on this idea.

 

Virtual Reality and its Impact on the Field of Criminal Justice

VRARA Criminal Justice Committee Seminar Pictured Left to Right: Eric Dustin of FARO, Rory Wells, Esq. of Ocean County Prosecutor’s Office, Ed Williams of FARO, Eduardo Neeter of FactualVR, Greg Schofield of Toronto Police Service

VRARA Criminal Justice Committee Seminar Pictured Left to Right: Eric Dustin of FARO, Rory Wells, Esq. of Ocean County Prosecutor’s Office, Ed Williams of FARO, Eduardo Neeter of FactualVR, Greg Schofield of Toronto Police Service

Jersey City, New Jersey – Multiple law enforcement agencies, academics, start-ups, non-profits and corporations from the United States and Canada met today in Jersey City for a first of its kind seminar and discussion on the impact of Virtual Reality and Augmented Reality on the Criminal Justice System.  

The Virtual Reality/Augmented Reality Association’s (VRARA) Criminal Justice Committee held its first event today on current and future applications of virtual reality technology, where an individual or group of individuals are immersed in a 3D experience using headsets or glasses.

The meeting covered demonstrations of the latest technology, including laser scanners and VR applications from event co-sponsors FARO Technologies and FactualVR whose developing technology allows to accurately replicate and communicate the facts around crime scenes to aid in investigations, preservation and future testimony in court.     

Co-Chairs of the committee, Assistant Prosecutor Rory Wells and Eduardo Neeter, Principal of FactualVR both addressed the attendees with valuable input.  The topics ranged from training and investigations, to the use of VR at trial and the use of VR for rehabilitation/reentry after serving time in prison.   

“It’s not a matter of “if” but “when” as the technology continues to develop and become mainstream, people will eventually demand that VR be used in every courtroom” stated Co-Chair Eduardo Neeter.

For information on the committee or future events, please email us at: info@thevrara.com.

www.thevrara.com

Listen to our VR Arcades Location-Based Committee Webcast

The VR Arcade (Venue Location Entertainment Industry Committee) gave a live talk with Q&A on the topic, listen here. This live event was attended by executives from IMAX, Verizon, among others.  This was a panel discussion on the impact of Virtual Reality on Location Based Entertainment. Topics of discussion touched on best practices, monetization models, content creation, roadblocks, licensing and emerging trends for VR entertainment venues. Participants included members of the VRARA Committee. Moderated by Chris Pfaff Tech Media. 

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Listen here

SURVEY: VR Stories & Audiences: VR Story Genres

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VRARA Stories & Audiences Industry Committee is conducting a survey, and we want you to vote. This questionnaire is for evaluating through the VRARA community the question "What are the VR story genres that are most engaging to VR users today"?

Whether you are a VR / AR content or technology creator or a user, we would like to know your feedback on the genres in the industry that are the biggest and most accessible today, and how you prefer to experience them.

Access the Survey here

VRARA Real Estate Industry Research & Survey

The Real Estate Committee is conducting an industry survey that will be compiled and published. The purpose of this survey is to:

#1 study & understand customer's expectations and decisions in the new real estate market, specifically, with regards to visual content, 3D content and virtual reality tools provided by real estate developers and sellers.

#2 study & understand real estate developers’ experiences, expectations and difficulties, specifically, with regards to 3D content and virtual reality implementations in marketing and sales.

  1. If you're a company, fill out this survey. We kindly ask you to fill out this form if your company develops and sells residential real estate (Survey available in English, French, Russian)
  2. If you're an individual, fill out this survey. We kindly ask you to fill out this form if you have ever bought new residential real estate (flat, apartment, house etc) for yourself, or you are considering a purchase in the next year. (Survey available in English, French, Russian)
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The Keepers of VR (HuffPost Feature about Top 10 Virtual Reality Best Practices)

By Davar Ardalan, HuffPost Contributor

COURTESY OF WORLD OCEANS FESTIVALVR Pavilion at the 2017 World Ocean Festival on Governors Island in New York featuring Making Waves a film on aquaculture innovators in Tanzania. (L-R) Stephanie Kimber of DFATiXc, and Matt Scott, Davar Ardalan,…

COURTESY OF WORLD OCEANS FESTIVAL

VR Pavilion at the 2017 World Ocean Festival on Governors Island in New York featuring Making Waves a film on aquaculture innovators in Tanzania. (L-R) Stephanie Kimber of DFATiXc, and Matt Scott, Davar Ardalan, and Ben Kreimer of SecondMuse.

When I first met Jeff Olm, he told me about Under the Canopy, a VR film that was shot using moving cameras and drones in the Amazon. It felt surreal to mount the VR headset and descend into the rainforest, in full stereo might I add. I asked to learn more about the production and Olm sent me a series of links. I especially loved going behind-the-scenes with a sloth in VR.

Jeff Olm is a VR/AR creative director and also co-chair of the VR/AR Association’s Stories and Audiences Committee. Together with several other industry thought leaders, we recently published the Top 10 Virtual Reality Best Practices in an effort to capture into one source the rapidly evolving knowledge about VR.

The radically new experiences that the medium provides today have been decades in the making. As part of this living document, we seek to present not only our experiences with the hardware and software, but also to dig into the specifics of development and content production. This work is especially timely given that analysts are projecting VR will transform into a multi-billion dollar industry in the next decade.

Jeanne Kelly is director of Product Design and Experience at A+E Networks, and an associate member of Tesla Lab’s VR/AR Initiative. At A+E, part of Kelly’s responsibility is to explore the potential of new technologies and to understand and present their value and impact to the business. Kelly is also co-chair of the VR/AR Stories and Audiences Committee. While storytelling is always A+E’s primary focus, they’re also exploring ideas in VR and AR games, marketing, and education experiences. The Network has invested in VOKE and live streamed in VR from the red carpet for the Golden Globe Award. Currently A+E has an investment in Littlstar, the premium 360 and VR content distribution platform.

Kelly says even though both VR and AR are currently in complementary and contradictory states of existence, she believes accessibility and distribution constraints are surmountable when the benefits outweigh these obstacles. “VR creates presence, allowing you to be somewhere you are not, doing something you are not doing – reacting to objects and events that are not real.”

Adaora Udoji produces and manages media at the intersection of emerging technologies. She’s an angel investor and also a contributing editor to our best practices document. “It’s magic time in immersive technology,” Udoji says. “Innovations and applications are sprouting like wildflowers and this white paper by the VR/AR Association will be fantastically useful. It’s a supercharged resource by working professionals in the space, aggregating information and lessons. The faster knowledge and information spread, the faster and more efficiently the industry will grow. No one needs to reinvent the wheel on basic questions and we hope to help prevent that and spur rapid and successful evolutions,” she adds.

On Storytelling and Building Narratives:

David Hamlin, executive producer of USA Today’s VRtually There explains that VR is different from traditional media in the way viewers engage with content and become immersed in an experience. But Hamlin points out a VR storyteller’s challenge remains the same as in all preceding platforms. “We still have to deliver on the promise of an engaging narrative, a story that offers and pays off a cathartic journey filled with obstacles, conflicts, drama, and resolution. To me, the social contract between viewers and filmmakers hasn’t changed. It’s just the tools at our disposal and the viewer’s visceral experience that’s being transformed,” Hamlin says.

Tash Tan of S1T2 feels that building narratives around characters needs to be considered within the greater view of interactive drama, the latest evolution of which can be found in virtual reality. “360-video and real-time VR applications may be distinctly different in creation but the understanding is that they both, to varied degrees, allow for the user to be a spectator and a player — you are the audience but also a character. This dual role is the key to building a successful narrative in VR; you should block, choreograph, and script to accentuate this multiple identity,” Tan adds.

USA Today’s Hamlin has learned there are critical questions to ask when deciding to produce a VR story: “What makes this opportunity uniquely VR? Is the location(s) and protagonist(s) going to effectively fill the entire space? Is the action inherently ‘spherical’? Is the world I’m documenting truly cinematic in this VR medium? Will I actually deliver on the promise of a valid and entertaining 360 experience?”

On Monetization and Driving up ROI:

Currently, one of the biggest drivers of VR growth arises from marketing budgets for products, series, and other media tent-pole events. These “VR” strategies manifest through marketing budgets because they result in novel products, and the majority of the time lead to earned media — a key metric in gauging the success of a marketing campaign. Luis A. Navia is co-founder and CEO of ODYSIA and co-chair of the VR/AR Stories and Audiences Committee. Navia says if we can begin to shift the industry’s perception from seeing VR as a marketing tool to embracing VR as a business unit within their businesses, we will see exponential growth as an industry at all levels, both micro and macro.

“For example, when a major corporation decides to invest in a VR business unit, it sets off a chain of events that generate economic value by driving technology forward, and it creates engaging content on innovative platforms for consumers. The industry has seen explosive growth in the form of record-breaking investments, creation of multiple types of headsets, and a burgeoning start-up ecosystem that continues to push forward the boundaries of VR technology, platforms, and content. Once we begin to see mass adoption across multiple industries,” Navia contends, “we’ll obviously start experiencing VR as a societal norm. This will help drive ROI up and subsequently fuel the industry to reach market-shaping size.”

On Social Impact and Capacity Building:

From the United Nations to the World Bank and the Australian Aid program, development agencies are among the first out of the gate to experiment with immersive VR/AR technologies. Their purpose has been to build empathy and educate local communities as they work to improve the challenging environments surrounding them. There is a commitment to understand how new communication technologies can be accessed and leveraged by individuals in developing nations to inspire positive change, and help create bridges between otherwise disconnected human experiences.

In October 2016 together with the Australian Department of Foreign Affairs and Trade’s innovationXchange and emerging media technologist Ben Kreimer, SecondMuse traveled to the Southeast Asian island nation of Timor-Leste and documented the work of food innovators in the cities of Dili and Baucau, using 360˚/VR storytelling. Our film, Eating With the Seasons, was soft launched in Canberra, Australia, on August 8, 2017.

While in Timor-Leste, Ben and I provided a Samsung Gear 360 camera and smartphone to local producers, and incorporated one of their scenes in a 360°/VR experience. In this way, we are working to illustrate and better understand how simple, accessible, and low-cost consumer hardware can be leveraged by people in a non-western context by focusing on and encouraging the capacity building aspects of the medium. We believe that storytellers everywhere should have access to immersive storytelling tools, and that they don’t need cinema-grade cameras and teams of people to produce compelling, impactful content.

Another VR/AR/AI project for social impact is LAUNCH Legends — using emerging technology to encourage children to eat more nutritious food. In partnership with the Australian Department of Foreign Affairs and Trade’s innovationXchange, LAUNCH Legends explores the potential for interactive narratives to help restore pride in traditional eating, and promote healthy food choices in the Pacific region where a worsening double disease burden of under- and overnutrition is devastating local communities.

Why We Produced this Best Practices Doc:

Juanisa McCoy has worked on UI/UX concepts and wi-fi performance for VR in-flight travel entertainment/e-commerce experiences. She will be expanding her VR/AR exploration into the performing arts, education, consumer goods, and gaming. McCoy is also a member of the VR/AR Stories and Audiences Committee. Her focus is to apply user experience philosophies to VR/AR in order to provide the best and safest engagement for audiences. She champions the awareness for empathy and accessibility in tech, design, and VR/AR.

“The latest development in virtual and augmented reality presents us with a unique level of challenges and opportunities to explore,” says McCoy. “With this new ecosystem, we need to establish optimal technical and experience standards that will offer continuous audience engagement, industry skill development, and socially impactful stories. These practices will allow industry leaders to successfully influence the audience’s journey and how they relate to our stories and the world.”

Download the Top 10 VR Best Practices to:

  • Identify the differences and similarities between virtual and augmented reality
  • Learn how virtual and augmented reality enhance user interaction and storytelling
  • Learn about development agencies producing VR for social impact
  • Gain technical insights on approaches for cameras, lighting, audio, design, and editing
  • Consider how and when to advocate virtual and augmented reality for better audience engagement
  • Focus on stories with spatial and audio perspectives and depth

As members of the VR/AR Stories and Audiences Committee, we see this as an opportunity for practitioners and stakeholders to share their experience and knowledge. As a committee we intend to update this material every six months. We encourage industry feedback to keep this a living document.

At SecondMuse we build purpose-driven networks using innovation to tackle the complex challenges of our time. We are doing this work in communities, cities, and countries around the world. We help organizations solve systems-level grand challenges, governments more effectively utilize their resources and connect with citizens, and corporations leverage their strengths and break silos to solve complex problems. We have implemented projects in six continents and worked with organizations such as NASA, Intel, Nike, IKEA, USAID, the World Bank, the US Department of State, the Australian Department of Foreign Affairs and Trade, and the City of Melbourne. We are a certified B Corp and have locations in Portland, San Francisco, New York City, Washington D.C., Melbourne, and Copenhagen.

The SecondMuse Storytelling Unit is a dedicated global team focused on expanding engagement and amplification for social, economic, and environmental impact. We share stories, and we empower our partners to tell them. Our films have won awards including a 2017 Telly Award; and our global campaigns have reached over 95 million people on Twitter, Instagram, and Facebook. SecondMuse is also co-chair of the VR/AR Global Association and together with USA Today, A&E Network, and other industry thought leaders has produced the Best Practices in Virtual Reality with an emphasis on VR for social impact.

Original article here

VR/AR Top 10 VR Best Practices (White Paper)

To get your copy of this report enter your email here:

 
 

This report was created by the VRARA VR Stories & Audiences Committee. This Committee is creating best practices, guidelines, and call to actions (e.g., recommendations for standards) for VR experiences in order to grow the audience (user base) for VR. The Committee is a group of technologists, journalists, business leaders, entrepreneurs, visual artists, immersive sound technicians, and storytellers. 

This report is an effort to capture into one source the rapidly evolving knowledge about VR. The Committee seeks to present the hardware, the software and to dig into the specifics of the development and content production. The Committee sees this as an opportunity for practitioners and stakeholders to add their experience and knowledge. The Committee intends to update this material every six months.

Monetizing VR is a critical question for which there is little data in understanding what will be primary drivers of revenue. Currently, tech and manufacturing companies are spending tens of millions of dollars on developing hardware and software. On the content side, marketing budgets have been an enormous source of funding for content development and production.

The industry has seen explosive growth in record breaking investments in the billions, the creation of multiple types of headsets, and a burgeoning start-up ecosystem that continues to push the boundaries of VR technology, platforms, and content. Once the mass adoption begins, that we expect, across multiple industries, we believe we will start experiencing VR as a societal norm. This will drive ROI up and subsequently fuel the industry to reach market shaping size.

Updated: VRARA Public Safety & Emergency Response Committee Presented at Stanford

Seven participants of the VRARA Public Safety & Emergency Response Committee presented to several hundred industry professionals at the Stanford National Accelerator Laboratory on June 2nd. The focus was a 90 minute segment provided by Committee members and included content from various disciplines, all with the goal of VR/AR enhanced Next-Gen community risk reduction platforms for citizens and first responders. Co-Chair Kirk Mckinzie has been on federal out of state travel to receive a NIST Virtual Public Safety Test Environment Challenge grant award. 

See the presentation slides below:

Google Signals Moves in VR Advertising

The Mad Men of VR are coming. Google just released ‘Advr,’ a virtual cube that will show ads by a user tap or gaze. The idea is much like a pop-up but for VR platforms. The SDK is available on an invite only basis but it gives a glimpse of the new normal for VR Advertising. However, human behavior is what will truly drive change in Advertising. We already know that the user or in this case, audience comes first. So the ad must be easy to engage with. We also know if the user journey or touchpoints can provide insight into user/audience ‘intent’ then we can meet the want or need better. As a result, the ad must serve a purpose within context. And finally we know that timing is everything. If a person is searching for a specific product or service and has only a limited amount of time then an ad of convenience would be perfect. Smart and creative ads will connect with users/audience in these moments in VR just like they do in traditional platforms. But just like on traditional platforms, nobody necessarily likes any old pop-up.

Join Google and other VRARA members including ADVR, AdVir, burgeon(digital), KitestringvizLlamazoo, Orange, Retinad, Yahoo, You Are Here, YuMe in our Advertising Committee to work on best practices, guidelines, and standards for VR in advertising.