AR for Business: Ten Expert Opinions

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When implementing a transformative technology like AR, defining a clear vision and strategy are important first steps for every business. Knowing what to prioritize and who to engage, and when, can fast-track the entire process towards achieving tangible business results.

With advice from leading industry experts, this eBook provides guidance on:

  • How to get started with AR at the enterprise level

  • How to stay focused on solving specific business challenges

  • When to get buy-in from key stakeholders

View eBook


Our VRARA Enterprise Committee Answers Your Questions Post our Webinar with Accenture, Atheer, Fieldbit, Intel, Motive, Nielsen

Participate in our VRARA Enterprise Summit at LiveWorx June 10th in Boston. More info here

Following our VRARA Enterprise Commiteee webinar that took place in Feb, “The ROI for VR/AR in the Enterprise,” (you can watch the recording here- scroll down to Recorded webinars), we received many questions from the live audience and have answered some of these below.  

1) Combining VR and AR in the same headset or other viewing device can be very useful when demonstrating or training, since you can switch back and forth between the real world and the training material, as well as viewing both simultaneously. Is anything currently being done with this capability? The answer really depends on the headset and its capabilities. I would say that you'll start to see a lot more of this with the just-released Microsoft HoloLens 2, as well as other binocular AR glasses. I suspect that we will also increasingly see this combining of VR and AR in smartphones and on tablets as work on Apple’s ARKit 2 and Google’s ARCore continues to progress.  

Next-gen headsets like the Vive Focus+ will feature inside-out viewing capabilities that will allow the user to switch from a virtual environment to a real-world (albeit augmented) view.  This was showcased recently when a twitch streamer spent one week in VR, proving that one could function in both a virtual and augmented environment together.

2) We've heard mostly about use cases in virtual person-to-object and person-to-environment interactions. What do you all think of the potential use cases in virtual person-to-person interactions? The potential use cases for virtual person-to-person interactions are exciting, but for enterprises in the immediate future they probably go a little beyond what most are looking for. As an industry, we need to get the basics right first and make existing AR and VR collaborations experiences are highly performant and rock solid before we can expect all but the most well-funded and curious of enterprises to explore richer virtual person-to-person interactions more fully. But the potential of them is undeniable – and the benefits easy to quantify, from savings on travel to benefits for the planet to better and richer communications in every aspect of collaborative work.

A great use-case for the person-to-person interactions was developed by HTC and Bell Helicopter where engineers were able to interact with each other to develop and build the latest in helicopter technology.  They enabled up to 16 people to be in a virtual environment to engage and interact with one another to improve processes and to allow engineers from all over the world to work together seamlessly. You can read the entire case study from HTC here.

3) It is interesting that content development is not explicitly listed as a concern for adoption of AR - does this issue affect the enterprise willingness to try the technology? I would put this down to how little many enterprises know about AR. Once enterprises move beyond an awareness of the obvious benefits of “see-what-I-see” hands-free video calling using smart glasses - and really want to start to deliver useful work instructions and other content to AR users in the field - it will become much more clear that a providing a strong content development capability is truly vital to the success of many use cases. Until an enterprise has started using AR, even in a pilot, this is not readily apparent if they don’t already know a great deal about ROI. So I would expect to see this rising in importance to enterprises quickly as they move beyond the investigation and education stage and into real pilots, trials and deployments.

4) How do we show ROI? At this stage of the market, showing ROI is about working with each enterprise customer, understanding the urgent business issues they face and helping them identify the AR use cases that could help them measurably address those business issues. The customer can then get a baseline for the business issues they want to address (ie. the before picture) and then measure the impact of implementing AR. Our customer Porsche Cars North America went through this process and, as a result, when they implemented AR to connect dealership technicians to remote experts, they were able to quantify that they had shortened service resolution times by up to 40 percent. Over time, as more customers go public with the work they are doing in each industry, we will see the process of showing ROI become much easier and more standardized as “second wave” enterprises will be able to leverage the ROI work of the companies that go before them.

5) Was content-readiness considered as a barrier to deployment? It did not come up as a specific issue in our survey, but again it is probably a realization that most enterprises probably get to once get beyond a limited collaboration use case. In talking to customers, we do know that the ability to create and deploy content easily, professionally and quickly is important – as is the ability to make most effective use of content they already have.

6) Device Management can be a challenge with IT departments that are now responsible managing and securing these devices, what are you seeing in regards to device management? Device management is definitely a concern for enterprises and one that you typically start to hear about once you move beyond a limited trial or pilot. Quite understandably, once IT departments get involved, they need to be sure that any devices to be deployed on their networks are properly secured and managed. Products such as VMware’s AirWatch have been adding capabilities for AR device management for the last several years and many existing device management market players can be expected to expand their range of AR support.

7) You mentioned Mobile AR is going to come down in cost. You mentioned $400. Can you elaborate? Absolutely. There are a number of lower-cost smartglasses that have (or are about to hit) the market recently. They include the Kickstarter-backed Vue smartglasses (with a starting price of $249), the Solos sports smartglasses for $499 and the recently-reduced North Focals at $599. The jury is still out on whether any of the low-cost AR glasses makers are offering products that will see demand (or deeper investment). North, for example, recently announced a layoff of 150 employees – prompting a suspension of investment in the company by the Canadian government. Whatever the ups and downs facing manufacturers, however, it is clear that demand will continue to drive more competitive pricing on both consumer and enterprise AR devices as key components start being produced at greater scale.

How long did it take you all to create your Motive.io authoring tool?

Our authoring tool has been a work in progress since 2010, the current version, branded as the Motive.io authoring tool has been in the works for 4 years.

The platform "comes from the gaming space", what game engine is it based upon? Unity?

Yes the platform is built to integrate with Unity.

Love this! I'm an instructional designer - is there a free trial version?

Right now, access to the authoring tool is available to clients who we’re working with on a specific project. We hope to have a demo space available for people to try in the near future.

Participate in our VRARA Enterprise Summit at LiveWorx June 10th in Boston. More info here


New report to be published: VR/AR in Universities & Colleges. 60+ Schools Featured (Update)

If interested to be featured in this report or to sponsor, email info@thevrara.com

Our Universities and Colleges Committee is finalizing a Report that will highlight what postsecondary education institutions are doing in the VR/AR space. The report will provide an overview of:

  • what VR/AR courses and programs are being offered by each institution;

  • how VR/AR technologies are being used to support learning and teaching in other courses and programs;

  • VR/AR-related research and/or development activity occurring at the institutions;

  • applications of VR/AR to other areas, such as recruitment, marketing, outreach, the library, and student services;

  • the institutions’ future plans in the VR/AR space.

Schools in the report include:

  1. ABC Business Academy (Canada)

  2. American University

  3. Amsterdam University of Applied Sciences (Netherlands)

  4. Bow Valley College (Canada)

  5. British Columbia Institute of Technology (Canada)

  6. Camosun College (Canada)

  7. Capilano University (Canada)

  8. Carlow University (USA)

  9. Champlain Regional College - Saint-Lambert Campus (Canada)

  10. Cherry Creek Innovation Campus

  11. Columbia College Chicago Online (USA)

  12. Community College of Allegheny County (USA)

  13. Eastern Iowa Community Colleges

  14. Fashion Institute of Technology (USA)

  15. Fielding Graduate University – Media Psychology Program (USA)

  16. Florida International University

  17. Georgian College (Canada)

  18. Georgia Tech

  19. Harvard

  20. Howest, university of applied sciences (Belgium)

  21. HTW Berlin University of Applied Sciences – AURORA School for ARtists (Germany)

  22. Iowa State University

  23. Jackson State University (USA)

  24. Johns Hopkins

  25. Jefferson University (USA)

  26. KTH Royal Institute of Technology (Sweden)

  27. Laney College

  28. Lethbridge College (Canada)

  29. Lawrence Technological University

  30. Manchester Metropolitan University (MMU)

  31. Marquette University (USA)

  32. Massive VR Lab

  33. MIT

  34. New Brunswick College of Craft & Design (Canada)

  35. Old Dominion University (USA)

  36. Orange Coast College (OCC) (USA)

  37. Oregon State University (USA)

  38. Porto Polytechnic Institute (Portugal)

  39. Qatar University (Qatar)

  40. Rowan University

  41. Rutgers University (USA)

  42. San Jose State University (USA)

  43. Sheridan College (Canada)

  44. Solihull College University Centre (UK)

  45. Southern Oregon University (USA)

  46. Stony Brook University (Stony Brook, New York, USA)

  47. TAFE NSW (Australia)

  48. Texas A&M University-Corpus Christi (USA)

  49. Texas A&M University Department of Agricultural Leadership, Education, and Communications

  50. Thomas More University College Mechelen-Antwerpen (Belgium)

  51. TTS Työtehoseura (Finland)

  52. University of British Columbia (Canada)

  53. University of Central Florida

  54. University of Southern California

  55. University of Nebraska (USA)

  56. University of the West of England, Bristol (UK)

  57. Vancouver Film School (Canada)

  58. Universidad Europea de Madrid (Spain)

  59. Universidade Lusofona

  60. University of Illinois at Chicago (USA)

  61. University of Florida – Digital Worlds Institute (USA)

  62. University of Nebraska–Lincoln
    Johnny Carson Center for Emerging Media Arts

  63. Asia Pacific University- Kuala Lumpur (Malaysia)



VR/AR in Training Industry Sector Report. 35+ Companies Featured (Update)

To get a copy of this report email info@thevrara.com

The VR/AR Association Training Committee is working on this industry report that will feature companies specializing in VR/AR for Training solutions. This report will be published in Jan 2019 and promoted to the industry globally.

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The immersive technologies of virtual and augmented reality (VR and AR) are poised to disrupt training in all sectors including corporate, healthcare, manufacturing, and education to name a few. This is a bold statement but one supported by the psychology and brain science of learning. Traditional approaches to training rely heavily on text, or one-off expert demonstrations and predominantly engage one learning system in the brain. This is the cognitive skills learning system that recruits the prefrontal cortex and relies heavily on working memory and attention.

Importantly, this system is not fully developed until one is in their mid 20s, begins to decline in middle age, and is negatively impacted by stress, pressure, and anxiety making this a fragile and suboptimal learning system. Immersive approaches, on the other hand, broadly engage multiple learning systems in the brain in synchrony including experiential, emotional, behavioral and cognitive systems that recruit many brain regions including occipital, temporal, parietal and frontal cortical regions. This broad-based synchronous engagement of brain-based learning systems leads to a powerful sense of “presence”, strong initial learning and enhanced long-term retention. Because many of these systems are less affected by age and stress, learning is more consistent across individuals and situations.

As Einstein said, “Learning is an experience. Everything else is just information.” Experience is at the heart of immersive training, whereas information is at the heart of traditional training. Our society is in desperate need of high-quality training. Training approaches are ripe for disruption and immersive technologies meet this need.

— Todd Maddox, Ph.D., Founder and CEO, Cognitive Design & Statistical Consulting

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Featured companies already include:

  • Absorb Reality

  • AVATAR Partners

  • Bizri Academy

  • Concurrent Technologies Corporation

  • Circuit Stream

  • DiSTI

  • Eliteceu

  • 4Experience

  • Halldale

  • Heartwood

  • Innoactive

  • Motive.io

  • Sentireal

  • ONE Digital Consulting

  • Sentireal

  • SkillReal

  • STRIVR

  • PIXO VR

  • Pixvana

  • Portico.ai

  • REVINAX

  • Seabery

  • Sprint

  • Warp Industries

  • Uptale

  • UNLTD Inc.

  • VRSim, Inc.

  • Other Companies (see infographic below)

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Join us online March 8th for VR Fitness, Entrepreneurship and Venture Financing!

**Anyone can attend, including non-VRARA Members! Email info@thevrara.com to be added to the web conferencing call**

If you are an Entrepreneur, Startup, or VC you should attend! This will be an online event via web conferencing on March 8th 1pm est.

Recent trend is many different VR Fitness startups. For this session Ryan Wang of Outpost Capital invited one of the VR Fitness startups to give a short presentation, and will do a Fireside Chat session followed by Q&A.

Ryan will interview Aaron Stantonis, a serial entrepreneur with great track record, founder of QuiVR, and has done lots of research into VR Fitness. He will give a presentation on the VR Fitness overview/landscape/trend.

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This event is organized by our Entrepreneurship and Venture Financing Committee that is creating best practices, guidelines, and call to actions for the VR/AR startup founders and venture capitalists community. Topics include but not limited to market trend, new technology development, go-to-market planning, fund raising strategy, etc.

Amy Peck from our VR/AR Global Summit 2018 (Video)

Participate in our upcoming Summits in Boston, Europe, and Vancouver! More info here

Amy Peck is the founder & CEO of EndeavorVR, a leading global VR/AR strategy & consulting firm. Amy speaks regularly on Enterprise VR/AR and has long been an evangelist for this technology. She holds several advisory board roles, is Co-chair of the VRARA Enterprise Committee. Amy's passion for virtual reality began at Leap Motion where she launched the Enterprise division working with clients across every major vertical including healthcare, entertainment, retail, hospitality, education and government. It became clear that there was a need to help foster VR/AR development in the commercial arena and more importantly, shepherd these critical early wins. EndeavorVR was conceived for this very purpose.

Participate in our upcoming Summits in Boston, Europe, and Vancouver! More info here


New speakers confirmed for our VRARA Enterprise Summit at LiveWorx from HP, Amazon Sumerian, ThirdEye, Sprint

More info and get tickets here

The VRARA Enterprise Summit, hosted by the VR/AR Association, will take place on June 10th at the LiveWorx digital transformation conference at the Boston Convention and Exhibition Center. The full-day event will bring together the best minds in VR/AR from across the globe. Presentations from industry leaders will include VR/AR Enterprise topics on AEC, Aerospace & Defense, Manufacturing, Training, UX & Design, and much more. LiveWorx is the world's most respected conference for the enterprise to experience the most innovative and disruptive technologies — VR/AR, IoT, machine learning, blockchain, robotics and much more. 6500+ attendees are expected. LiveWorx is June 10-13.

Jay Fraser: Disrupt & Add Value – VR Training On The Rise

Presenter: Jay Fraser, Global Head of VR for Training at HP Presentation Synopsis: Did you know that in a study carried out by the National Training Laboratory, retention rates for lecture style learning were at 5% and reading rates were at 10%, while VR had a retention rate of 75%? VR works for training because it enables practice and ultimately people learn by doing, as the great Confucius once said! Improve your bottom line by reducing training costs while improving employee productivity through more engaging, effective, and scalable training; it’s a win-win. Learn about the myriad of VR training use cases and how companies small and large are leveraging immersive technology to train their workforce.

Bio: Focused on driving growth and developing partnerships in HP's Virtual Reality business, specifically for commercial training applications and the Military & First Responder segment across the globe.

Mark Francis: Amazon Sumerian

Presenter: Mark Francis, Product Marketing Lead, Mixed Reality, Amazon Web Services Presentation Synopsis: Amazon Sumerian - an innovative tool to democratize the development and deployment of AR/VR/3D applications and experiences.

Nick Cherukuri: AR/MR Smart Glasses Landscape

Presenter: Nick Cherukuri, Founder and President of ThirdEye Gen, Inc. Presentation Synopsis: A discussion of the AR/MR Smart Glasses landscape, their current major use cases in market now and what the future looks like for AR/MR Smart Glasses for consumer & enterprise.

Bio: Nick Cherukuri is the Founder and President of ThirdEye Gen, Inc. At ThirdEye, he leads the effort to bring the X1 AR Smart Glasses & AR platforms to the commercial and consumer worlds. Previously, he developed AR/VR applications that were successful in mobile App stores. He has lengthy experience with the software and hardware components of Augmented Reality and in creating powerful AR experiences for users as well as patents in the AR field. He graduated from the University of Pennsylvania where he was a founding member of the Penn VR/AR organization.

Jonathan Moss: Transforming Learning in Retail with VR/AR

Presentation Synopsis: Corporations invested $87.6B (Source: Training Magazine) on Training in 2018. Current technology and design in the industry makes learning dull, costly, and restricts the ability to learn in an effective way. Investing in AR/VR/MR can help solve all of these problems, while helping learners increase knowledge retention and speed up their time to competency. Training/Educating employees has the most use cases and greatest potential for the technology according to a study done by Harvard Business Review. However, many Retail companies have not implemented or even put this technology on their roadmap. In this talk, we will review our learning strategy and use cases for the Retail environment.

Bio: Jonathan and his team's purpose is to UNLEASH PEOPLE’S POTENTIAL by evolving the experience (partners and customers) and growth of Sprint's consumer sales organization through learning and sales enablement. Concurrently, they are taking on the industry through the utilization of technology to disrupt and design learning that is different from what we have experienced today. They are on a mission to eliminate boring and ineffective learning! Jonathan has had the pleasure of leading teams up to 250 that span the entire country with operating revenues of $14B. They have implemented strategies that changed the growth trajectory of people & results through leadership & employee development programs, redesigning sales processes, integrating technology for improved customer journeys & cost saving efficiencies, creating operating models that optimize profitability, & executing on the fundamentals of business.

More info and get tickets here


Serl.io is Launching the First Mixed Reality Learning Space in Singapore School

Crescent Girls School today launched the first Mixed Reality (MR) Immersive Learning Space in a Singapore school at the 6th Digital Age Learning Conference. The space will be used to supplement class work with immersive and collaborative experiential learning using the Microsoft HoloLens. 

Over the last six months, the school in partnership with Serl.io, a MR start-up, embarked on a development project to bring MR technology into the school. With educators continuously grappling with student engagement, the team set out to evaluate the use of the technology in effective team-based and game-based learning strategies to enhance learning engagement and outcomes.

“We are really excited to see the students getting into it and engaging amongst themselves when they go through the collaborative MR experience. Beyond content, we are also pleased to be able to offer our management system for teachers to effectively run and manage class-scale MR sessions.“ says Terence Loo, Co-founder and Chief Executive Officer of Serl.io.

CGS and Serl.io are planning to produce more content even as the team at Serl.io develops AI capabilities on their MR platform to further transform learning that are not just experiential but contextual as well.

More info here

Fortune and the VR/AR Association launch multi-media initiative entitled, “Next Gen VR/AR Technologies”

Any questions about this opportunity, email info@thevrara.com

Dear VRARA Members,

I am writing to let you know about an exciting new partnership between VRARA and the FORTUNE brand — to produce a high engagement thought-leadership industry spotlight  in FORTUNE and on FORTUNE.com about the value and benefits of VR and AR usage in the enterprise.

This is a high profile, multi-media initiative entitled, “Next Gen VR/AR Technologies”, scheduled to launch in June 2019, to align with our VRARA Enterprise Summit at LiveWorx in Boston on June 10th and will be widely promoted and distributed at this marque industry event.

This strategic industry partnership will result in the in-depth coverage of the VR/AR sector on FORTUNE.com and in FORTUNE N. American edition in all original content edit developed by FORTUNE’s award-winning team of writer and editors in their branded content division.

With its current audience of over 3.4 million engaged readers, VRARA’s new partnership with FORTUNE represents a wonderful opportunity for VRARA members to promote the value of our industry and to collaborate with FORTUNE to drive the instrumental thought-leadership dialog informing their audience of influential business decision-makers how today’s most transformative VR and AR technologies will dramatically enhance their operations and improve the customer experience.

While this special industry initiative will benefit all members through the promotion of VR/AR, there will be some limitations on how much space is available for purchase to profile individual firms.

In the coming weeks, we will be reaching out to VRARA members who may be interested in the opportunity to be spotlighted in the digital realm on FORTUNE.com and profiled in the originally written article/feature in FORTUNE allocated to covering the VR/AR sector.

VRARA will also be weighing in as the leading authoritative “voice” in all of the content produced profiling the VR/AR industry so it will be a high visibility opportunity to highlight VRARA’s role in promoting the many benefits of VR/AR.

We believe this is a great opportunity to raise the profile of the VR/AR industry, the VRARA organization and tell your story in a way that clearly distinguishes your brand’s role in revolutionizing the use of VR and AR technologies in the enterprise environment.

We are excited to find additional ways to raise the awareness of the vast array of use cases to leverage VR/AR technologies and to promote your brand among FORTUNE’s influential audience of enterprise decision-makers, sophisticated investors and industry influencers.

We are looking forward to seeing the finished VR/AR digital spotlight articles on FORTUNE.com and feature article in FORTUNE in June and hope to see you in Boston soon after its launch!

Sincerely,

Kris Kolo

Global Executive Director, VRARA

Recap of our VRARA Israeli Chapter Event Israel


On February 20th VRARA Israeli Chapter hosted an event in Tel-Aviv at '2B Hub' offices on the topic of VR in Healthcare. The evening began networking providing an occasion for the Israeli VR/AR community to get to know each other personally, VR/AR areas of practice, and discuss business opportunities. Afterwards a VR/AR experts panel was run by the largest Israeli VR/AR Facebook community manager. The panel experts shared their thoughts and insights, and answered interesting questions came up from the panel manager and from the crowd. Dr. Rotem Bennet, a brain researcher in a VR Neuro-Cognitive lab in the Technion, gave a fascinating lecture; presented the connection between body, mind and brain in VR/AR, providing a review from various perspectives. Through his vast experience in Microsoft MSR innovation labs and his academic experience. The whole event was filmed in 360 and screened live in the Facebook event page, enabling live streaming for guests who could not be at the event.

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Will AR's Killer App Be Social? (new report)

ARtillery Intelligence’s latest report, Social AR: Spatial Computing’s Network Effect examines the Social AR opportunity. Subscribe for the full report. VRARA members get a discount.

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One of the biggest questions nagging the AR sector is, what will be its killer app? And when will it arrive? The medium needs such an accelerant to legitimize and bring AR into mainstream acceptance – something it’s failed to do in the 18-months since Apple’s ARkit launch.

We’ve speculated in past reports that killer apps will likely extend beyond the novel and “sexy” attributes that have thus far driven the industry’s speculation, imagination and design (e.g. games). It will rather be something more mundane that provides all-day utility, like visual search.

But another category will vie for the position of AR killer app: social. Indeed, you could argue that a social AR killer app has already arrived and accelerated mass acceptance: social lenses. We see these as an important AR “gateway drug,” but only a glimpse into social AR’s true potential.

Simplified view: See report for full data set.

Simplified view: See report for full data set.

Synchronicity

One thing missing from social AR lenses – though popular through Snapchat and Facebook – is meaningful social interaction. More “augmented media” than augmented reality, they’re created in isolation then shared with friends to be consumed asynchronously at a different time or place.

But true social AR will combine this time/place-shifted paradigm – which will still be valuable to achieve scale — with synchronous AR. This will rely on technically complex multi-player functionality, a key tenet of the AR cloud. But when it arrives, it will unlock new use cases.

Moreover, the multi-player use case inherently accelerates usage and adoption through viral growth. It can also benefit from the fundamentals of network effect. With each node (user) added to shared AR experiences, the value and appeal of those experiences can grow exponentially.

Simplified view: See report for full data set.

Simplified view: See report for full data set.

Real World MMO

Beyond the multiplayer angle, augmentation a natural fit for social interaction. Extending from social lenses (face filters, etc.), next-generation graphical overlays will include real-time layers of information that people choose to share with others through live AR overlays as they walk around.

These shared titbits could be mood, relationship status or stylistic accouterments. The latter opens the door for business models around the exchange of virtual style items. This builds on the concept of marketplaces for digital identity, manifesting today in communities like Fortnight.

Speaking of which, one construct for socially-oriented AR is – as Ubiquity 6 CEO Anjney Midha puts it – “an MMO for the real world.” This envisions layers of virtual worlds all around us, dynamically activated through AR interfaces, while managed and permissioned by creators.

Simplified view: See report for full data set.

Simplified view: See report for full data set.

And business models are already forming. AR lenses — the precursor to this vision — drove more than $400 million last year. But questions remain. Who will build this? What will the ecosystem consist of? Will there be open platforms for developers to create shared spatial experiences?

We tackle these questions in our latest report and will unpack some of its findings here in the coming weeks. But the ongoing evolution, user behavior and analysis, just like any early-stage technology, will happen over the course of years. Stay tuned for lots more.

Subscribe for the full report. VRARA members get a discount.

Charlie Fink from our VR/AR Global Summit 2018 (Video)

Participate in our upcoming Summits in Boston, Europe, and Vancouver! More info here

Charlie Fink is an AR/VR Consultant, Columnist, Speaker and the Author of "Charlie Fink's Metaverse, An AR Enabled Guide to VR & AR." He is a former Disney, AOL and AG Interactive executive who notably came up with the idea for "The Lion King" while a junior executive in 1987. In the 90s, Fink was EVP & COO of VR pioneer Virtual World Entertainment. He is a sought-after professional speaker whose numerous appearances include SXSW, CES, and AWE. Fink is the contributing editor of Virtual Reality Pop, a Medium publication for whom he writes a popular weekly column. In addition to his work as head of story development for Disney Feature Animation during the second golden age of Disney animation (‘85-’92), Fink was SVP & CCO of AOL Studios (‘95-’99). His past experience also features successful exits from several startups, including eAgents, which sold to AG Interactive, where he then served as President for three years, and Charlie Company, an SEO/SEM affiliate marketer and consultancy that most notably created "The Other 98%" for client Moveon.org in 2009, which now has over 6 M followers on Facebook. Charlie Company was sold in a private transaction in 2014. Charlie Fink is also a producer of live theater in NYC. He is the Producing Artistic Director of the New Musical Foundation, a non-profit that supports the development of new musicals and has won over 15 awards for its productions. From 2007-2017 Fink was Chairman of the Drama Desk Award-winning NY Musical Festival.

Two new VR/AR job postings at Nestle! Analyst Immersive Experiences and Project Manager Immersive Experiences

Global Tech Hub BCN - Analyst Immersive Experiences 

In this position, you will serve as a liaison between the IS/IT and business Consumers and Customers. As part of the Product Team, you will bring deep understanding to the opportunities and issues facing your business function and will advise on the best immersive solutions. You will translate business strategies, opportunities, threats and needs into IS/IT product requirements, and you will then play a key role within the Product Team to specify, test and deploy those as IS/IT solutions.

You will support the delivery of comprehensive immersive solutions (mobile augmented reality, 3D product visualization, augmented packaging, 360 videos, etc.) on existing and emerging consumer-facing channels (e.g., mobile, web) to create personalized customer experiences at scale. This will give you a unique opportunity to gain a global perspective on this paradigm shift in computing interfaces that will help you to educate, coach and share knowledge on how to apply this technology across Nestlé.

Apply here

Global Tech Hub BCN - Project Manager Immersive Experiences 

In this position, working with the Immersive Experiences team, you will be accountable for the market implementation of new augmented and virtual reality solutions targeting consumers and/or Nestlé employees, assuring the delivery of the roadmap for a range of AR/VR products.

Your mission will be to deliver comprehensive immersive solutions (mobile augmented reality, 3D product visualization, augmented packaging, 360 videos, etc.) on existing and emerging consumer-facing channels (e.g., mobile, web) to create personalized customer experiences at scale. You will work with agencies and other Nestlé stakeholders to optimize project operations and communication. Before, during and after the deployment of new solutions, you will have the critical responsibility of supporting Nestlé businesses in their project set up vis-a-vis daily operations.

Apply here

About Nestlé

The Nestlé Group is the world’s largest food and beverage company with 89.8 billion Swiss Francs in sales in 2017. It is present in 189 countries around the world, has 413 factories and its 323,000 employees are committed to Nestlé’s purpose of enhancing quality of life and contributing to a healthier future. Nestlé offers a wide portfolio of products and services for people and their pets throughout their lives. Its more than 2000 brands range from global icons like Nescafé or Nespresso to local favourites. Company performance is driven by its Nutrition, Health and Wellness strategy. Nestlé is based in the Swiss town of Vevey where it was founded more than 150 years ago. Learn more about our Group and reasons to join us on www.nestle.com .


VRARA Toronto Member Dark Slope Secures $1.5 Million And Opens Up New VR Experience Center

Dark Slope, a Toronto-based virtual and augmented reality (VR and AR) developer, is creating free-roam multi-user experiences for the rapidly expanding location-based entertainment (LBE) market and for enterprise customers.

The startup company has been around for a year and has closed a seed funding round raising more than $1.5 million, and the launch of its first product, the LBE title Scarygirl Mission Maybee.

Use of funds

Funds will be used to add new staff, develop the company’s free roam technology and its enterprise product line, and to support the release of future VR and AR experiences.

As part of the seed round Dark Slope will be adding new investor Steven DeNure, co-founder and former President/COO of DHX Media, to their board. 

“Technological advancements have put location-based VR and AR applications, tools and experiences at the cusp of widespread adoption by consumers and corporations,” said Raja Khanna, Executive Chairman and co-founder of Dark Slope. “The timing is right, and the team at Dark Slope are the best of the best. I am proud to work alongside this group and equally proud to welcome our new investors, and Steven in particular, into the fold.”

Developed from the ground up for large-scale multiplayer free-roam VR environments, Scarygirl Mission Maybee embodies Dark Slope’s goal to design content that brings people of all ages together. 

Scarygirl Mission Maybee, based on the cult hit graphic novel and designer toy brand Scarygirl from acclaimed artist Nathan Jurevicius, is a first-person action game that brings up to eight players together to save the world from Dr. Maybee and his diabolical experiments. Players must work closely together to suck up infectious hazardous goo, purify it and blast it back at the hordes of creatures infesting the world.

Scarygirl Mission Maybee, based on the cult hit graphic novel and designer toy brand Scarygirl from acclaimed artist Nathan Jurevicius, is a first-person action game that brings up to eight players together to save the world from Dr. Maybee and his diabolical experiments. Players must work closely together to suck up infectious hazardous goo, purify it and blast it back at the hordes of creatures infesting the world.

Scarygirl Mission Maybee showcases our hyper-focus on developing multiplayer free-roam VR and AR experiences that bring people together in immersive worlds,” said CJ Hervey, President and co-founder at Dark Slope. “We’re excited for audiences to come and be the among the first to experience Scarygirl Mission Maybee and to witness how incredible free-roam multiplayer VR can be.”

Scarygirl Mission Maybee

To celebrate the launch of Scarygirl Mission Maybee, Dark Slope will be inviting guests to come to its Toronto studio and experience the game’s raucous multiplayer action starting Feb. 28. The facility is located at Liberty Village, 7 Fraser Avenue, Unit 2 in Toronto.

About Dark Slope

Dark Slope was founded in January 2018 by four entrepreneurs with extensive knowledge of building international companies based on emerging digital platforms.

The company’s President, CJ Hervey is a former Executive Producer at Toronto and LA-based digital content studio, Secret Location; COO Dan Fill formerly served as President and Partner at Australia-based boutique entertainment company Chocolate Liberation Front; Technical Director Ben Unsworth was President and co-founder of Toronto-based creative technology company Globacore Interactive Technologies and currently serves as co-chair of the VRAR Association’s LBE Committee, and Executive Chair Raja Khanna, was previously the CEO Television & Digital at global media company Blue Ant Media and co-founder of QuickPlay Media.

www.darkslopestudios.com

Exploring Virtual Reality as a Forensic Tool

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Virtual reality (VR) offers unparalleled capabilities to support and facilitate forensic activities. VR is especially well suited for supporting use-cases where spatial information is critical, like accidents and crime scene reconstruction. When used appropriately, this emerging technology will be able to easily leapfrog over current alternatives.

VR is designed to trick human senses and immerse the user into a computer-generated world in a way that makes the user perceive, interact and feel like actually being there. This is referred as the sense of “presence.” In addition, the VR environment can be shared over the internet and users can interact remotely—therefore the term presence in the VR context is also referred to as telepresence. Long story short, a VR environment will make the user “feel” that he or she is at the scene.

Current needs in forensics 

The administration of justice and the overall judicial process requires significant preparatory work. In general, this is a time-consuming and expensive process. Processing a crime scene is a long, tedious ordeal that involves purposeful recording and documentation of the conditions at the scene, and the collection of any physical evidence that could provide clues and help determine what happened. The most logical explanations that investigators can recreate, in many cases, can still be very confusing for most people who didn’t have the possibility of being at the scene to comprehend easily.

The current “pain points" relate to the costs and difficulties associated with replicating a scene as an investigative and demonstrative working environment. Another area where improvement offers significant value is the collaboration and communication between investigators and prosecutors.


Value of VR in forensics

To improve justice and support a fair judicial process, society needs the most powerful and cost-effective tools investigators can use across multiple types of scenes. The time is right to leverage these capabilities and provide the best tool possible for investigators and others involved in criminal justice, including prosecutors, defenders, judges and eventually jurors. It is time to allow all of them to "teleport" to a virtual crime or accident scene as needed.

Nowadays, many agencies already capture crime scenes with highly sophisticated 3D laser scanners. They not only have this 3-D raw data readily available, but they are constantly forced to translate, reproduce and communicate such abundant and relevant 3-D/spatial information into a 2-D metaphor (such as diagrams, blueprints, pictures, videos, etc.)

Early conversations and demonstrations with recognized experts in the use of forensic 3-D metrology in the private and public sector have provided very interesting and positive feedback. One expert user said: “There is a distinct need for an intuitive method for the visualization of these rich, 3-D evidence data sets. VR provides this method and does it with little additional effort.”

VR could offer investigators, prosecutors, defenders, and other stakeholders’ multiple key benefits:

  • Revisit the crime scene: Users would be able to quickly and cost-effectively "teleport" to the crime or accident scene, walk through the scene as many times as needed, assess as many points of view as needed, perceiving the scene as close as possible to the original incident.

  • Collaboration: Users would be presented with the same virtual scene and share the same collaborative space—participants from multiple specialties and from multiple locations could be given access to a virtual scene as soon as it is digitalized. Users would be able to share annotations and knowledge contributed by individuals.

  • Knowledge acquisition: Increased capabilities for prosecutors to learn the facts around the scene being investigated, and to become more proficient about investigative techniques, increasing capacity to communicate with other stakeholders in a more compelling and cost-efficient manner, reducing the amount of back and forth and rework.

  • Compliance: VR environments could enable agencies to better observe, control and report on users as they perform their investigative tasks. The immersive nature of the VR environment could facilitate the verification of required procedures. Successful completion of the required investigative tasks could be tracked and reported.

A future article will elaborate in the potential risks of VR in Forensics, as well as what we expect to be the changes in the near future.

Eduardo Neeter is the Founder and CEO of FactualVR, a startup developing a virtual reality platform to help law enforcement and prosecutors accurately replicate and communicate the facts around a crime scene. Eduardo first began working in the field of virtual reality in a Japan-based research lab 22 years ago. Eduardo is also the co-chair of the VRARA (VR/AR Association) Criminal Justice Committee.