Virtual & Augmented Reality Through the Legal Lens

Notes from VR/AR Association Toronto Chapter meeting March 28, 2019 at Fasken, a top tier law firm with a division focused on the needs of startups and emerging technology companies. Here are some of the ideas that were discussed during this sold-out event.

Start-Up Legal Considerations:

Forming a Corporation — Separate legal entity that will protect you from liabilities to protect founders from loss.
Issuing Founder Shares — Hold shares and guard your equity carefully. What seems like nothing on paper at the beginning (when the company has no value), could end up being millions of dollars when you could have paid thousands to have your proof-of-concept (POC) made. Think about who is really a founder and who isn’t. Create a vesting schedule with well-defined milestones. Offer stock options that allow employees and partners to buy in at a discounted rate. Make sure you have a shareholders agreement (similar to a marriage contract)

People issues — If you have a company, you will have people issues so better to have a clear system for hiring, managing, compensating and removing employees. Work with legal and accounting to decipher whether to use an employee or independent contractor framework to minimize tax implications. Create an employee stock option plan that has a vesting schedule (they earn their shares through time or deliverables). Are the founders' considered independent contractors? Advisory board? Employees? Clearly define the relationships through documentation and ensure deliverables are clear.

Intellectual property (patents) — IP is a tricky thing to plan for as it can create value and protection from competitors, but you have to show your secrets to the world and if you don’t have the resources to protect and defend your IP, what is the point? Are you going to be able to fight Google or Apple if they violate your patent? Patents offer 20-year protection in most places. Inventions must be new and novel. Canada and the US have a ‘first to file’ system. Keeping a ‘trade-secret’ or investing in speed to market may be a better investment in some cases. Co-owners of a patent can sell their share of the patent without the approval of other co-patent holders

Trademark — With trademarks, the design has to be new. Registration of a new trademark is fairly simple and inexpensive and protects you for 10 years. In software, things like unique graphical user interfaces with unique visual properties are protectable (ie. Google’s search screen)

Copyright — Copyrights protect original expression, but have some interesting loopholes that can trip companies up. Who owns the copyright? By definition, the creator of the content owns the rights except in cases where an employee was hired to generate said content and a clearly written transfer of intellectual property and copyright exists.

Contracts (Employees & Contractors)— Contracts with employees and contractors must clearly state who owns the finished products. By default, all IP is owned by contractors who make the product unless stated otherwise. You need a contract with your contractors that they waive all rights to sale.

Contracts (Customers) — Terms of service and End-user License Agreements (EULA) must be clearly written and even though most people won’t read them and they are hard to enforce, you can leverage these in times where liability is opened up (ie. a customer sues you over loss of service, etc.). You need to consider what happens if something goes wrong with your experience. If you have an AR app that takes someone into traffic, they get hit by a car and sue you, does your EULA protect you? Something to consider; you cannot enforce contracts on a minor, but you can put a caveat that they have to state they are over 18. An easier way to manage this is to use a credit card payment thus assuming parental consent.

Product liability — Have you considered the reasonable uses and the effects on the user? Is there a potential risk to the product and how can you mitigate this risk? How can you manage risk in terms of design, terms of use, disclaimer and waivers to cover the relationship.

Insurance — you should have adequate insurance to cover liability for users, directors and officers with proper indemnities to protect the company from attack.

Privacy Policy — The basic idea of privacy is to get consent from users to store, use and share their personal information. The privacy policy should clearly indicate what personal information you are collecting, how you are using it and who you are sharing it with and how. Public perception must by clear and direct privacy terms when commercializing.

Financing — As a startup, you will need to raise capital through any number of ways; Equity (the most expensive), Sales (least expensive), Simple Agreement for Future Equity (SAFE), Convertible Debt (loan). Choosing the right investment vehicle is something for the founders, legal, accounting and strategy teams to decide together.

Virtual, Augmented & Mixed Reality (XR) Industry Specific Questions

Burger King Augmented Reality “Burn That Ad” app Brazil — What are the legal ramifications of defacing a copyright product (poster, billboard, brand)? Who owns the digital space? If ads are in a public space, how can advertisers prevent ad-blockers and other apps that fundamentally change the messaging using AR? How are images used? Depreciating the goodwill of the trademark and infringing on moral rights?

Selling 3D Models of Branded Products — What are the rules/law around 3D models (ie. who owns the rights to a Rolex or Ferrari) that was made from scratch by a 3D artist and sold on sites like www.TurboSquid.com or www.CGTrader.com ?

Who owns Virtual Spaces? — When doing AR activations, what are the ramifications of driving people to public spaces to look at digital content? What about private property? Is the end user responsible for chasing Pokemon in your office building? Do you need permits for public gatherings if done digitally? Is it better to build and execute first and then ask permission later?

How do you apply laws in VR world — Who owns IP in virtual worlds? If I create a virtual world and someone defaces it, what are my legal recourses? Can I kick people out of my virtual space? Is this covered by my terms of service?

How much weight does an NDA hold? — An NDA is only valuable if you have the means to enforce it. If you have an NDA with Google, do you have the means to sue them should they violate it?

Using Law in the courtroom — How can Virtual Reality be used by police and the legal system to provide judges and juries with more immersive looks at crime scenes using laser scanning for accuracy and Matterport or photogrammetry to capture exact scenes for people to look at in VR later.

As you can see if you made it this far, that there are way more questions than answers at this point, which is why it is always important to review with your lawyers and get prudent legal advice before moving forward.

RSVP for our Webinar Expert Panel: Retail Brands using AR/VR technology to help deliver ROI

RSVP here (click on Upcoming tab)

Creating ROI in the future of AR/VR in Retail: How Retailers are using VR/AR to achieve growth, profitability, and customer experience goals. Hear directly from retailers and the tech companies they’re working with to uncover best practices, new technology and new ideas that are shaping the future of how we buy. 

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Call for Presenters and Invitation to Participate in our 5G Committee

Our 5G Committee is inviting speakers for a Webinar we are planning for May. Please email info@thevrara.com if you’re interested to present! And or let us know if you’re interested in Sponsoring this webinar.

The goal of the VRARA 5G Industry Committee is to pursue VR/AR focused use cases and requirements for 5G networks so as to ensure that the resulting specifications address the needs of this key industry sector.

VR and AR 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. 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

Join our Committee and representatives from carriers, network providers, and other industry leaders.  More info here


Regards,

Alex Reznik, HP Enterprise & ETSI MEC Chairman

Jonathan Moss, Sprint

VRARA Co-Chairs

VRARA Healthcare Committee Mission Statement

The VRARA Healthcare Committee will set industry standards for the meaningful use of immersive technologies.

We are committed to creating and sustaining the conditions that enable all healthcare practitioners to facilitate the transformative power of VR/AR to improve patient care worldwide. 

We do this through our commitment to educate and unite healthcare providers around the globe on a single mission to disrupt current standards of care.

The VRARA Healthcare Committee is striving to become the number one network providing invaluable in- depth information for anyone looking to engage VR/AR technology for social impact within the realm of healthcare.

We invite you to participate in our Healthcare Committee! More info here

Regards,

Tim Moyer is the Lead of the XR Lab at Jefferson’s DICE Group.  More info here

VRARA Co-Chair

Call for Sponsors: AR Cloud

If you’re interested in sponsoring this publication, email info@thevrara.com

The VR/AR Association AR Cloud Committee has produced this white paper and we are seeking a sponsor to help with the Editing and Production costs. If you’re interested in sponsoring this publication, email info@thevrara.com

Intro

The world is moving towards a fundamental shift where our physical reality will soon blend with a virtual one. This idea opens up an entirely new frontier in which our experiences and our realities will be extended in ways we could have never imagined.

In this near future, the possibilities for AR are endless. Brands can attract and engage customers with more immersive and interactive experiences not bounded by physical constraints. Employees can learn how to operate equipments more effectively in complex assembly lines, reducing cost and risks for businesses. Students can visualize complicated diagrams in 3D, improving academic performance. Consumer products, instruction manuals and textbooks are just a small fraction of static objects that can be brought to life.

Up until now, AR experiences have been rudimentary and siloed primarily because they were hard to develop, hard to distribute and had no real demand. Most so-called AR experiences have been merely a simple 2D digital overlay on the real world with no real connection between the virtual content and our physical world. For example, in the original Pokémon Go, the AR characters do not understand the spatial context of the surrounding area.

In order to consume context-aware AR content in the physical world, it is necessary to understand the precise location and orientation of the viewer’s device. For mass adoption of AR to occur, content must persist in the real world across space, time and devices.

Table of Contents:

Introduction to the AR Cloud

Definition(s) of AR Cloud

Tech Giants Are Investing in AR

Building the AR Cloud

Use Cases

Indoor Navigation: Immersal

Productivity:  YOUAR

Social and Gameplay: Ubiquity6

Events: Geogram

Conclusion

Authors:

Alex Chuang, Shape Immersive

Sam Beder, Ubiquity6

Mikko Karvonen, Immersal

Amy LaMeyer, WXR Fund  

Gabriel Rene, VERSES

Colin Steinmann, Bent Image Lab / youAR

Steven Swanson, VERSES

Contributors:

Matt Miesnieks, 6d.ai   

Kris Kolo, VRARA

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If you’re interested in sponsoring this publication, email info@thevrara.com

 

The VR/AR Association publishes the Training Industry Sector Report including over 100 companies specializing in Virtual Reality / Augmented Reality

You can also come see some of these companies at our VRARA Enterprise Summit at LiveWorx in Boston on June 10th. More info and tickets here

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Thanks to the folks at the VR/AR Association for moving the industry needle and serving as the connecting file for companies across the ecosystem.
— JAY FRASER, HP

There is a head scratching data point that I have been referencing lately: corporations collectively spend $350 billion on training each year. To put that in perspective, corporations spend more annually on training than the Gross Domestic Product of 83% of the countries in the world. And what are the results? Before we get there, think about the last time you experienced company training. Was it effective? Were you engaged? Did you remember anything? Answers are probably overwhelmingly no. And you aren’t alone. Most executives think that their company learning and development is ineffective and many employees do not think they are effectively trained to do their job and/or find their training useless. Read the full Foreword by Jay Fraser, Global Head of VR for Training at HP here.

The report features over 35 companies, for example:

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In addition to featuring over 35 companies in detail, the report lists over 100+ companies who registered with our Directory. The infographic below is a sample of all the companies:

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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Opening

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.

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.

Webinar expert panel: "Next generation HMDs and the killer app for VR"

Register here

This Friday, the 15th of February at 10am EST / 4pm CET, the European Photonics Industry Consortium will be moderating this VR/AR Association Location-Based Entertainment Committee Panel Discussion that intends to tackle the tough questions of hardware and software for immersive technology.

Both groups have invited key members to discuss the optics and displays that make VR possible in the first place and what it will look in the next generation headsets to come.

Moderated by Jose Pozo, the CTO at EPIC, his guest include:

  • Leland Hedges, Commercial Director at Pico Interactive

  • Marek Polčák, Co-founder at VRgineers

  • Dr. Zine Bouhamri, Market & Technology Analyst at Yole Développement

This webinar highlights not only the future market trends, but also the challenges and successes for the Photonics Industry developing for Virtual Reality headsets. You will also come out with more clearer understanding of the nuts and bolts behind VR. Register for free here (click on Upcoming).

You asked the questions, and here are the answers from our Training Webinar Expert Panel

Our Training Committee held a very successful webinar on “The Impact and ROI of VR/AR in Training” on 16th January 2019.

You can watch the Webinar recording here

You can also watch the solution demos here

It proved a popular event, with over 300 people registering to watch four enlightening presentations on very different Virtual Reality and Augmented Reality training applications. During the lively question-and-answer session it became clear that the number of great questions was larger than the time available to answer them all! This post allows the presenters to respond the questions that couldn’t be answered during the webinar.


Presenter 1 : David Trainor, Sentireal

Presentation Theme

David presented the “AppUccino” software, which delivers AR experiences for special-needs trainees to learn how to be a barista and work successfully in a commercial coffee shop. AppUccino directs trainees through the process of making americano, espresso, latte and cappuccino drinks. It generates AR overlays on the physical coffee-making equipment, including the industrial coffee machine itself, the separate coffee bean grinder and the separate water heater. A short video of part of the AppUccino AR experience can be seen here. Trainee performance measurements are taken as they prepare the drink using AppUccino and these measurements are uploaded to a cloud application, which analyzes them and presents training progress information to authorized training managers. An initial pilot with AppUccino indicated that trainees retained twice the amount of information and developed their skills 50% faster using AppUccino.

Webinar Questions for David Trainor

You said it took ~9 months of definition and dev, how many people were working on your team in which roles in order to accomplish this?

We used one media/content creator and one software developer. The work was carried out over the course of 9 months, but neither the content creation nor the software development role was full-time.

How were the analyses done? Observation? Performance against criteria on task?

The analyses were done based on (i) time taken for the trainee to perform certain tasks (ii) measurements of how accurately the trainee performed certain tasks and (iii) estimates of where the trainee’s attention and focus was at specific points in the procedure.

How many users has Appuccino had? What has been the impact? In how many months after development did you achieve that impact?

We’ve just completed an initial evaluation/pilot involving 15-20 trainees within a coffee shop managed by a partner training organization. At some point in February 2019 we intend to expand this to all barista trainees within that training organization.

How long did it take to create AR content for training?

The 3D models for the AR overlays were completed in approximately 1 week. The media is actually quite simple. Strong, simple content proved to be the best way to present the required information to special needs trainees who are affected by autism, Downs Syndrome or general learning difficulties. However we needed to spend much more time - about 4 months - on the instructional design and the directions, animations and transitions within the AR scenarios.

How did you already go about gathering data on ROI prior to the development (and also launch) of the app?

The data was gathered from a pilot study at one location. This was after the app was developed but before it was publicly released.

Very exciting project! Curious why you selected that small, unique demographic to start? Unique requirements? Expect to scale up to other populations?

We picked barista training as it’s an area where there is expected to be a lack of qualified employees in the future. In the UK, where I’m from, it is estimated that there is a shortfall of 40000 trained baristas. We selected special-needs barista trainees because there is a high degree of underemployment in that group and if we can create a good intuitive solution for special-needs trainees then it should scale up well to other groups and other types of catering or hospitality training applications.

Are these analytics published somewhere?

Not yet - the small pilot study that we’ve carried out gave us some indications on the training improvements and return on investment from AppUccino but we’re starting a larger evaluation in February 2019, when more trainees start to use the app at our partner training organization. We plan to publish the detailed outputs from this larger study.

Presenter 2 : Jeff Meador, Portico

Presentation Theme

Jeff presented Portico’s Diversity and Inclusion VR Seminar, which provides learners the opportunity to practice and master their skills with inclusive language. This program was designed to complement traditional classroom learning by preparing learners with practical applications of the skills discussed during classroom sessions. With Portico’s software, learners speak directly to AI-powered digital avatars and engage in simulated conversations that put their skills to test. Learners also get real-time feedback on their performance through a virtual trainer, who uses AI to guide users towards better language choices.

Webinar Questions for Jeff Meador

How did you factor in orientation to the VR experience to overcome novelty or unfamiliarity with the technology to get straight to the experience?
We didn’t want to rely on the learner having any previous experience with VR. We give users time to look around and explore prior to beginning the scenario. This gives them a chance to understand the parameters and boundaries of the exercise. We also engage in some light chit-chat (“how’s the weather” sort of stuff) to let the learner know that they are expected to talk and that the AI is listening and will respond.

Do you need a quiet room?

A quiet room certainly helps. Current speech-to-text technology is very strong, but having a quiet place for the training is very helpful. It also helps the learner concentrate on the task at hand.

Is Portico looking at including body language (proximity to client gestures, etc.)?

Yes; we’ve done some preliminary work with this and have set some behaviors that change based on the learner’s position and/ or focal point during the training.

How is the real time interaction happening? is it a sort of multiplayer training and a mentor is interacting with you? or the AI is giving you feedback?

Everything within our scenarios is driven by AI, including the feedback. Our goal is to have these role playing experiences run without the need for actors or facilitators.


Presenter 3 : Marlo Brooke, AVATAR Partners

Marlo presented a Mixed Reality Training System for aircraft and aircraft subsystem maintenance. Primarily an Augmented Reality / Mixed Reality solution, this high-fidelity, industrial-grade maintenance training system scales from a tabletop model design, to a full-sized aircraft, allowing the maintainer to train on the job, hands free, at the point of need, without any jitter or drift. The system utilizes object tracking (as opposed to stickers or markers) to ensure highly accurate lock on target, even as the user moves around the aircraft. It also  integrates to any backend system to both retrieve and record/send information about the maintenance task. It supports collaborative tasks and remote assistance.

Webinar Questions for Marlo Brooke

How did you come up with your pricing for your offerings?

Pricing is based on the specific requirement of the customer. AVATAR Partners can develop the application in its entirety, and/or the customer can purchase SimplifyXR to build/extend all or some of the functionality. Furthermore, because we use open source products such as Unity, the customer does not need to purchase SimplifyXR to extend any AVATAR Partners built XR solutions.

Is SimplifyXR proprietary to you or is it 3rd party?

SimplifyXR is is developed by AVATAR Partners using open source development tools, and can integrate to any backend system through APIs. It is licensed and sold through AVATAR Partners and its certified resellers. SimplifyXR is not required to extend any AVATAR Partner XR applications.

Could you please clarify how 97% reduction was calculated? Does it mean that instead of 100 hours of training without glasses only 3 hours with glasses are required?

You are correct. The training task was calculated based on the current training method for that particular wire failure, which involved an experienced maintainer gathering information from 3 different source materials (ETM, Wire Illuminator, and 2D schematics) to trace and identify the wire failure. The current training method is documented as taking 4 hours on average. The AR training experience is 7 minutes in duration, which is a 97% reduction in time to train.

Marlo, you said you have offices around the country.  I didn't hear if Portico has the same, but do either of your companies look to establish satellite offices in more remote locations? If so, what type of environments do you look for? Developed workforce, local colleges, etc?

AVATAR Partners has regional offices in Huntington Beach CA, Arlington (Crystal City) VA, Virginia Beach VA, and Patuxent River MD, with personnel working in 8 different states within the USA. AVATAR has teaming partners with offices in Atlanta GA, Orlando FL, San DIego CA, Dayton OH, and Fort Worth, TX. We are expanding based on a variety of factors including the locations of teaming partners, certified resellers, and universities both within the USA and Allied Nations.

Marlo, how did you measure those analytics?

The performance metrics were derived from test results by AVATAR Partners based on the comparison of the current methodology versus the use of XR. These tests included accuracy,  time to train, and time to complete the task. Cost savings were derived based on an assumed reduction of errors based on increased accuracy, and will vary depending on the application and cost of parts. We also discussed other studies such as the Boeing/Iowa State Study on wing assembly (Interservice/Industry Training, Simulation, and Education Conference (I/ITSEC) 2014).

I’m not familiar with SimplifyXR -- can you describe what that is and whether that is proprietary to AVATAR?

SimplifyXR is a software product developed by AVATAR Partners that allows non-programmers to develop their own Augmented Reality, Mixed Reality, and Virtual Reality experiences. It also speeds development time by tenfold by using a user-friendly interface. The product also evaluates the user’s desired XR application and notifies the user whether or not the application is well suited for XR, or if a different training media (e.g. video training) would be more effective. SimplifyXR is owned and licensed by AVATAR Partners, and is developed using open-source tools and industry standards, and also integrates to any backend system using APIs. The product is available directly through AVATAR Partners or certified resellers.

Was there a problem using AR on an object as large as an aircraft?

We overcame several challenges to make the solution commercially usable. Using the basic development tools and markers didn’t work - it caused significant drift, jitter and an inability to accurately track the object as the maintainer walked around the aircraft. AVATAR Partners was able to overcome all of these issues by developing algorithms to lock on target without any drift or jitter to the user. Our solution being hardware agnostic, we found the Microsoft Hololens and android tablet supported higher fidelity. Also, we used Mantis Vision 3D scanners to scan the aircraft, gaining an accurate 3D model so that we could use object tracking (instead of markers). This along with our programming algorithms provides the maintainer with absolute precision as they walk around the aircraft, regardless of the unit’s size (from 1:6 the model size, to full aircraft).

Presenter 4 : Carlos Ochoa, ONE digital consulting

Presentation Theme

Carlos presented XR platform for immersive training, operation and maintenance of industry plant services, eolic farms, which includes advanced reality technologies in 3d interactive environments (extended reality, 360º video and digital data integration), methodologies in a modular architecture (on/off line). Innvestion deploy an intelligent XR ecosystem with the specialized know-how to turn unstructured data into value-adding information, for specific subject when providing services such as preventive maintenance, security management or operational management. Simulation-based training, prefaced with traditional training methods on process fundamentals, is the most efficient and fastest way to train new employees and prepare them for their daily work providing huge added value and benefits.

ONE digital consulting has been working for more than 20 years in the eLearning and Training arena, and with our selected partners network in Europe, Saudi, India, Africa and Latam.

Webinar Questions for Carlos Ochoa

What hardware configurations are everyone on the panel currently using for their XR applications?

For a full INNVESTION experience, the user only needs a mobile device and VR glasses that fit the device. The training centre will need an internet connection to download different modules.

INNVESTION can be used in a single “low cost” VR environment based on Samsung Gear Mobile VR, through the most advanced VR Oculus Rift, HTC Vive configuration. The key issue of INNVESTION is data integration in one device. From reality to virtual reality or vice versa.

INNVESTION can be used in a multi window spheric environment, for multiuser training environments.

What are KPI’s?

The acronym KPI sounds for Key Performance Indicator. This is a general business term referring to any metric used in understanding how an organization is doing. While the term can be tossed around the business world ostentatiously or irrelevantly, the fundamental rationale derives from the simple concept that if you don’t know how you did in the past, you don’t know if you have improved in the future. Because every business has its own economic niche, customer acquisition models, geographic localities, production methods, etc., each business must define for themselves what makes them successful. Therefore, the “key” in KPI, should be a metric key to your enterprise. These indicators are as varied as your imagination, but a number of familiar indicators include monthly recurring revenue (MRR), cost to acquire a customer (CAC) and the term used in this webinar’s title, Return on Investment (ROI).

When you are looking to improve your ROI in your training strategy, you need to understand clearly the training savings metrics, saved commute hours, lifelong expense of your LMS solution, overall productivity and revenue increase, other factors specific to your business and training model.

In conclusion, we can see selected companies  transforming their business opportunities for the XR technology and adopt it regardless of cost and ‘clunkiness.’ Today we see leader enterprises utilizing XR for training, maintenance, engineering, and marketing purposes. These companies eventually pull everyone else in their direction as the industry caters to their operational needs and chases enterprise benefits.

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Foreword by Jay Fraser, Global Head of VR for Training at HP, to our VR/AR Training Industry Sector Report

** If you are interested in being featured in this report or want to receive a copy, email info@thevrara.com **

Come see Jay Fraser speak at our VRARA Enterprise Summit at LiveWorx on June 10th

First off, thanks to the folks at the VR/AR Association for moving the industry needle and serving as the connecting file for companies across the ecosystem. Before you get cracking on this wonderful report, allow me to share some perspective on training and how VR/AR disrupts the norm.

Training Overall

There is a head scratching data point that I have been referencing lately: corporations collectively spend $350 billion on training each year. To put that in perspective, corporations spend more annually on training than the Gross Domestic Product of 83% of the countries in the world. And what are the results? Before we get there, think about the last time you experienced company training. Was it effective? Were you engaged? Did you remember anything? Answers are probably overwhelmingly no. And you aren’t alone. Most executives think that their company learning and development is ineffective and many employees do not think they are effectively trained to do their job and/or find their training useless.

So what’s the problem?

In a word, practice. To be effectively trained, employees must be afforded the opportunity to practice what they learn. Ask any athlete, first responder, or military service member how often they practice. One of my favorite quotes is from Olympic Gold Medal Swimmer Rowdy Gaines: “I swam around the world for a race that lasted 49 seconds.” I came across this quote in a book analyzing the characteristics of top performers. Practice is not easy, both physically, but also, and more importantly for the purpose of this audience, financially. Think of the economic cost of delivering effective training to a workforce: the logistics, facilities, content, instructors, and employee “downtime”. It’s tough to scale good training but training is crucial to having productive employees. Add to the mix an aging workforce, a skills gap, fleeting employees and we are bordering on a training crisis!

Why should you care?

As an employee, you should want a safe, productive work environment and well-trained, capable teammates. Safety shouldn’t be overlooked. In the US alone, 14 people per day die at work in preventable accidents. As a member of society, you should want humans to stay sharp, adaptable, and relevant, particularly with the onset of artificial intelligence and the employment implications. A recent McKinsey Global Institute Report purported that over the next decade, as many as 375 million workers may need to switch occupations.  As an executive, you need to balance two objectives: 1) taking care of employees and 2) hitting profit goals (not mutually exclusive). Better training results in more effective employees who can make better decisions and ultimately boost productivity.

What to do about it?

Innovate or die! Embrace immersive technologies. VR/AR provide a unique ability to enable deliberate practice on a mass scale. Because it’s a virtual rendered world, any scenario can be replicated and practiced over and over again with randomization injected to throw multiple scenarios at the trainee. Randomization is a key variable as it avoids “teaching to the test” and exposes trainees to an infinite number of scenarios. Think of a pilot. How many times do they get to experience an actual crisis? Hopefully, never. Yet, they are expected to be able to make split second decisions when placed in that situation.

Who is using VR/AR for training?

To quote the great Jim Collins, “the flywheel is in motion.” Companies across just about every industry are either testing, piloting, or deploying VR/AR for training; the momentum is real. Let’s focus on only a few. Retail: Walmart recently announced that it will deliver VR Training to all stores in the United States and train more than a million employees (thanks STRIVR for making this happen!). Aerospace: several major airlines are leveraging VR to familiarize its flight attendants with the aircraft and the proper protocol in getting underway. Energy: Siemens has started to implement VR to train personnel on the maintenance and operations of its large gas turbine engines within its Energy division. Technology: look no further than my own company, HP! Our learning and development organization is developing inclusion training in VR. Also, our print global services business is piloting a VR procedural trainer on one of our large printing presses. Military: at least one large country in the Middle East is deploying squad sized dismounted troop trainers and the US Army recently announced a $480M deal with Microsoft. Law enforcement: Netherlands police department is testing VR for crime scene investigation, domestic violence, and presentation skills. The list goes on and on.

It's time to reinvent training

Another favorite quote of mine from my time as a Marine Corps officer: “we don’t rise the occasion; we sink to the level of our training” – Archilochus. HP and the many companies featured in this report are committed to enabling effective training (i.e. practice) on a mass scale. Our founders Bill and Dave believed in reinventing themselves and their company. To mark HP’s 80th anniversary this year, let’s work together to reinvent training. Enjoy the report and the creative and innovative means by which companies are doing just that.

If you are interested in being featured in this report or want to receive a copy, email info@thevrara.com



VRARA Training Committee Achievements and Plans for 2019

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A New Year is a good time for reflection on past achievements and setting new goals for the incoming year. The VRARA Training Committee is pleased to highlight the various activities that we completed in 2018 and give a preview of what we hope to achieve in 2019.

During 2018 we significantly increased the number of VRARA members contributing to the work of the Training Committee. We now have over 100 representatives making contributions via our conference calls and team collaboration tools. The Committee compiled and released a comprehensive white paper on best practices for VR/AR based training. We also released an extensive survey on how the training ecosystem is using and will use VR/AR devices, software and media to deliver enterprise training in a variety of market sectors. The outcomes and results of these two initiatives were presented to the wider VRARA community at the previous VR/AR Global Summit. Training Committee members also contributed to a training-specific panel session held as part of the same event.

In 2018 our Committee also shared and showcased several training-related projects, use cases and applications developed by our member organisations through the VRARA news channel and blog posts. We also delivered several presentations in the Training track of the previous VRARA Online Symposium.

Overall, we’re incredibly pleased with the achievements made by our Committee over the previous 12 months. We feel that we’ve made great progress in sharing and promoting best practices, new applications, experiences, projects and products related to VR/AR based training. In 2019 we have a series of goals that we want to realise. Our next VR/AR Training Webinar is coming up on 16th January 2019 and we are determined to make that our most successful online event yet. We are working on gathering together a library of VR/AR training app demos that can be showcased at VRARA-sponsored events. New and updated white papers on VR/AR training best practices and how to maximise return-on-investment from VR/AR training are in the pipeline. We also have an ongoing initiative with our colleagues in the Education Committee on areas of common interest.

We look forward to 2019 and would encourage you to join the VRARA Training Committee to build a stronger and wider ecosystem that delivers higher-quality and more-engaging training through the power of VR and AR.

We plan on growing and expanding the work we’ve done to help build resources, information, and the community for XR training applications. We are looking to host a series of Webinars, starting January 16th, to help introduce key concepts of XR training and to give companies the tools and information they need to begin successful projects in this field.  We continue to build upon some great partnerships with training conferences, allowing us the opportunity to showcase XR training applications to an eager audience of corporate trainers, educators, and decision makers. The Training Committee is excited to begin a partnership with the Education Committee to identify areas of commonality and to co-author useful guides and white papers.

Another goal for 2019 is to bring together a library of member demos. Our hope is that a centralized repository of demos will give the Association and its members the opportunity to choose industry or application-specific demos that can spark a much more targeted conversation about how XR training applies to any given field. Over the past years, we have understood the power and necessity of showing quality, relevant demos, and this collaboration will help members and the community at large in understanding the impact that XR can have on enterprise training.