The VR/AR Association Welcomes Gabriel René of VERSES to Global Advisory Board

New York, April 16th, 2019, - The VR/AR Association (VRARA) is adding industry leader, Gabriel René to its Global Advisory Board which includes industry veterans like Cathy Hackl from Magic Leap.

Mr. René, is the Executive Director of VERSES Foundation, a non-profit developing the open protocols and interoperability standards to power the Spatial Web which connects Augmented, Virtual and Mixed Reality, Artificial Intelligence, IoT, Blockchain and other Web 3.0 technologies together. Mr. René will provide the Association cross-functional technology insight and counsel with respect to the role Virtual and Augmented Reality will play in matters of privacy, security and interoperability across the Industry 4.0 ecosystem as the VRARA continues its global expansion.

“As the VRARA continues to grow, we welcome Mr. René, and appreciate his leadership in helping move our industry forward, we also look forward to his keynote at our Global Summit in Vancouver Canada in November 1st-2nd.” said Kris Kolo, Global Executive Director, VRARA.

VRARA is the global industry association for VR and AR, connecting leading solution providers with brands and customers with over 4200 companies, brands, schools and 25,000 professionals registered, over 50 Chapters, and 20 industry committees. VRARA programs and initiatives are designed to accelerate growth, knowledge, and connections.

Gabriel René is a technologist, entrepreneur, researcher and media producer with a 25-year career spanning the high-technology, telecommunications, and media industries. Mr. René serves as Executive Director of the VERSES Foundation, he serves as the Chair for the VRARA’s AR Cloud Committee and will be keynoting at the VR/AR Global Summit.

For more information about VERSES please visit www.verses.io


About VERSES Foundation

VERSES Foundation is a non-profit organization developing open source standards and protocols for the interoperability of Virtual and Augmented Reality, IoT, Artificial Intelligence and Distributed Ledger technologies across every major industry. For more information about the VRARA please visit www.thevrara.com

About The VR/AR Association

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


MEDIA CONTACTS:
Kris Kolo , Global Executive Director                                               
kris@thevrara.com


Bay Area: Join us May 8th for an Evening with Niantic

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Niantic is a product and revenue leader in AR. And it's not stopping there. With recent technology acquisitions, continued success of Pokemon Go, and the upcoming launch of Harry Potter, Wizards Unite, there's a lot going on.

The company is also in the process of an ambitious AR platform play. The Real World Platform will carry Niantic's valuable learnings, AR interactions, game mechanics and scaling capability. It will package up these assets in a platform that developers can use to build their own geo-spatial AR apps and experiences.

How will Niantic continue to build a business that defines mobile AR? Where is it headed next? How is it fulfilling its mission-driven goals to get more people outside? And what's its vision for our AR future? We'll dive into these and other questions on May 8th with Niantic AR lead Ross Finman in a fireside chat. 

Our research partner ARtillery Intelligence will kick things off with a presentation to set the stage with the data, insights and trends it's tracking. Altogether it will be a valuable evening of knowledge & networking. 

Register here. VRARA members get in free.

Event details

  • Doors open at 6:00p and the program starts at 6:30. The event will conclude at 8pm

  • The event is free for VRARA members. Please note: VRARA Membership is an annual, dues-paying membership to a professional association. Belonging to our Facebook Group or following the VRARA on Twitter does not qualify you as a member. To join the VRARA, see here: join the VRARA

  • USF Students and faculty also get in free and can register through their separate system (link forthcoming).

  • All attendees receive an ARtillery Intelligence report ($499 value)

  • We're also looking for sponsors. Please contact us if you're interested!

All other details including registration and speakers can be seen here.

Is Holographic Display the Future of Display Technology?

Holographic display is a method of displaying visual content that is only now making early steps into the market. It is based on a totally different physical principal to what you usually find in the world today. When you look at a normal display you are basically looking at a big array of pixels, where each pixel gives some colour depending on a filter that is put in front of it.

You see an image but that is not really how we see the real world. When you look at the world around you, you are not seeing a 2-D pixel array of colours, you are seeing light reflecting off surfaces and that light adding up in complex ways to give interference patterns that your eye then interprets as an image.

So say you want to create the perfect display system. You would need to mimic the physical process that natures uses in order to relay visual information to you. However, rather than relying on actually reflecting light off things, we can compute the light patterns that are reflected from objects, and represent them on a display device. We have to compute the entire wave-front reflected from a given object so that it encodes all the visual information, including all the object’s depth information.  This complex pattern is known as the hologram. We reflect light off the hologram to your eye and you see a 3D holographic image.

This contrasts with what is widely described in the ARVR industry as hologram - they often use it to mean any virtual object placed in a scene. When we say hologram, we mean in the full academic sense of the word - creating a full 3-D object using only the interference properties of light.

VividQ started off in 2017 with a very rough prototype. We managed to get some initial investment and for the last two years we have been building that into product. It turns out it is very difficult to sell just algorithms to people so we have actually had to make the entire software pipeline ourselves - everything from how you capture your 3-D data from 3-D sources like game engines and 3-D cameras, through to how you output that onto a display device that can support holographic display.

Now, an optical engineer or any researcher can take our entire software package, drop it into their system and have an end-to-end solution that allows them to connect their source data with the display and create genuine 3-D images.

The technology behind the software

There are several key components that are required for holographic display. You cannot just use a normal display like what you would find on an iPad or TV. The way we generate the hologram is by reflecting light off a display that is showing a particular pattern of phase.

This phase pattern is what we call a hologram - we reflect light off that and then the wave-front of the light is modulated by that pattern which appears as an object when you look at the display. Because of that we need a type of display known as a spatial light modulator. This enables you to create that phase mask and to update it as fast as you like so you can have a moving image.

Our software is currently built on top of an Nvidia stack so we rely heavily on GPUs. In fact our underlying code is written in very low level CUDA C – NVidia’s GPU language - and then on top of that it has a C++ layer and then a C API so that the developers can easily connect and code against it to hook up their SLM or into their content.

In terms of the other technologies we support, as I said we talked to Unity, Skyrim, and we are adding support for Unreal right now. We are compatible with a host of 3-D cameras like  Stereolab Zed cameras, the PMD Picoflexxf and a few others. We have mostly got content covered, and it should be relatively easy for engineers to implement.

What types of people or industries should use this software?

Anyone designing holographic display for basically any purpose should use this software. We have identified augmented or mixed reality as the first potential target. In our view, for MR specifically to achieve real consumer use, you need to overcome several of the display issues that it currently has.

A massive topic of the conference this week has been on something called the accommodation vergence conflict. This is the effect you get in current generation displays when your eyes are forced to converge on a certain object, but because the information your brain presents to your eyes is fundamentally two dimensional, your depth of focus is not where you are  converging your eyes.

Imagine you are always focusing here, but your eyes are being told the object is over there. This is a very confusing sensation and has caused a lot of the nausea, headaches and dislocation from reality people experience when using MR or VR. Holographic technology naturally fixes this because you are presenting the eye with a genuine 3-D image, and so you do not run into the same problems.

VividQ will transform display technology

I think that holographic display will be the dominant display technology of the next decade. VividQ will be the underlying software powering all of that. It will be in the same way that companies like ARM are basically the supplier to everybody running mobile phone chips and so forth.

You will find our software embedded in all your devices that has a holographic display. Holographic display will be the thing everyone uses, because once you have full 3-D, where you don’t need to wear glasses or any of that stuff - why would you ever have a 2-D screen again?

Visit our website here www.vivid-q.com

Source

Healthcare VR and Regulatory Challenges

Join our VRARA Healthcare Committee here

Virtual reality used to be associated solely with entertainment (mainly games) and the provision of virtual walk-throughs and immersive environments for product designers, architects, archaeologists and the like. Furthermore, apart from the need to accommodate the psychological and visual disorientation and other side effects such an immersive 3D environment has the potential to provoke, the legal, contractual and intellectual property ramifications of the technology were little different from those thrown up any other product combining hardware, software and audio-visual content.

Now, however, the VR/AR sector is colliding with the healthcare sector (which has historically been very different in terms of technology, culture and regulatory framework) as it is beginning to develop and roll out new alternatives in terms of diagnosis and treatment. These new solutions are attractive and potentially game-changing not just because of their novelty but because, insofar as they offer alternatives to filling patients with drugs or putting them under the knife, they could, if fully-realised and properly implemented, be lower risk, more cost-effective and less time-consuming for patient, healthcare professional and primary carer alike. All this presses the right buttons with a cash-strapped NHS.

Examples of particular note include:

  • Training doctors and nurses in a virtual environment and recording their performance for subsequent analysis.

  • Allowing medical students to experience operations for learning purposes in a far more immediate and immersive way than if they were just looking over the surgeon’s shoulder.

  • Using 3D virtual mapping of organs for pre-op diagnosis as an alternative to opening the patient up to take a look.

  • Treating autism and phobias by means of exposure to a bespoke virtual or augmented environment.

  • Diagnosing and treating Alzheimer’s, Parkinson’s and other neurodegenerative diseases.

  • Using games technology to improve cognitive abilities, hand-eye coordination and physical dexterity as part of rehabilitation after, say, a stroke or surgery.

  • Using VR to train athletes and treat sports injuries.

The list goes on and is always growing.

However, all this innovation presents a challenge. The increased use of AI in the medical field gives rise to dilemmas in the form of, for example, who bears the risk in the event of a catastrophic misdiagnosis or a surgical robot going haywire and shredding the patient, and how the risk of those things happening should be allocated between manufacturer and user. The regulatory framework and insurance industry will need overhauling to accommodate these challenges and NHS policy makers are already on it. The advent of VR/AR on the healthcare scene presents similar problems.

For example:

  • VR/AR methods of training, diagnosis and treatment could entail the creation, storage and manipulation of the subject’s image (or images of part of that individual’s body). What waivers will the subject need to provide and who will have the rights to that image?

  • Inevitably patient data will be stored and created. Will it be stored securely? Who will have access to it? Has the patient given the requisite informed consent to such storage and creation?

  • Who will be liable if the virtual assistance tool malfunctions and ends up being a hindrance rather than a help to surgery or if, due to an inherent defect or misuse, the therapeutic VR environment makes the schizophrenic patient worse, not better?

In these circumstances the regulations may not need reinventing as much as they do to accommodate the new AI applications already mentioned but the risks listed above will certainly need mitigating through the adoption of technical safeguards built into hardware and software, strict operating procedures and well-drafted contracts and consent forms to be signed by manufacturers, users and patients – an intriguing challenge for a technology everybody once thought was only good for playing games on.

Visit our website here

Regards,

Simon Portman sportman@marks-clerk.com

Join our VRARA Healthcare Committee here

VRARA Enterprise Summit: More Speakers from Siemens, DiSTI, Zimmer Biomet, Precision OS. We'll demonstrate VR/AR in Aerospace, Defense, Energy, Healthcare

More info and tickets here

Come see experts from the Aerospace and Defense, Energy, and Healthcare verticals demonstrate the latest industrial VR/AR applications!

Rick Smith, Live & Digital Surgeon Learning Manager, Zimmer Biomet

Zimmer Biomet is a publicly traded medical device company. It was founded in 1927. The firm is headquartered in Indiana, where it is part of the medical devices business cluster. Zimmer designs, develops, manufactures & markets orthopaedics products.

John Cunningham, Chief Revenue Officer for the DiSTI Corporation

John is the Chief Revenue Officer for the DiSTI Corporation, a leading virtual training software and solutions provider where he is responsible for global sales, marketing and product management. Since joining DISTI in 2017, he has been focusing on helping Manufacturing and Defense organizations incorporate Virtual and Augmented Reality technologies into their business practices. John is located in Orlando Florida which is considered to be the Modelling and Simulation Center of the United States.

Kevin Carpenter, Director - Global Operations Training Network , Siemens Energy, Inc.

Kevin will discuss how Siemens Power and Gas is incorporating VR/AR technology into technician training and field services.

Danny Goel, Orthopaedic Surgeon and CEO/ Co-Founder at Precision OS, Clinical Associate Professor, University of British Columbia

Danny is the CEO and Co-Founder of Precision OS Technology, a VR/AR software company in Vancouver, BC. He is also an Orthopedic Surgeon with an interest in resident and surgeon education. Danny is an examiner for the Royal College of Physicians and Surgeons a member of the UBC Residency Training Committee, Codman Society, American and Canadian Shoulder Elbow Society. His research interests include health care economics, patient access to timely care, ocular perception during surgery and training with VR applications. He is also a manuscript reviewer of several leading Orthopedic Journals Danny and his co-founders have created an immersive, and comprehensive approach to VR orthopedic surgery. Precision OS technology was a semi-finalist at the Orthopedic Research Society, identified as a Ready to Rocket company and nominated by the Technology Impact Awards for Excellence in Technology Innovation.


More info and tickets here

How Virtual Reality Improves Customer Shopping Experience at Supermarkets

Through VR/AR, brands want to reach consumers and assist them on the product’s shelf. This way, users will know more about the practicalities of the products or how to use the product. VR enriches the experience by the entertaining user that cut through the confusion of traditional shelf-edge advertising. Watch the video to learn more!

And visit our website here

How Virtual Reality Improves Customer Shopping Experience at Supermarkets

The landscape of the industry continues to change after the advent of Virtual Reality in online shopping. The involvement of such advance technology transformed the tedious online shopping pattern. This forced the retailers or vendors to rethink how to manage or transform their most valuable physical asset.

Virtual reality is creating its own space in virtual layouts without relying that much on traditional environments. VR in the supermarket is helping retailers in incorporating VR featured solutions to accommodate online orders and keep in-store shoppers engaged. VR in supermarket transport customers into a 360º rendering showroom that is customizable where users can explore, customize, and buy products.


Virtual reality offering exclusive factors to supermarkets

Virtual Browsing:

VR-generated superstores let customers virtually browse the store no matter where they are. They are well-organized apart from compelling and immersive. Simple and accessible designs with 360-degree panoramas that offer an experience of moving through a physical store.

Information-fueled experience:

VR introduced in supermarket improved the ways to find and compare the different product’s details to uplift experiences in stores. VR in supermarket promises to create the differentiated brand experiences that drive conversions. This improved customer service based on individual needs resulted in repeat visits and higher revenue.

Understand Consumer Behavior:

Consumers are curious about the walk-through superstores. VR is offering brands stimuli in a comprehensive virtual environment to enhance its services. This technology offers environments of flexibility to understand the granularity of the customer’s action in the superstore. Businesses with VR can analysis to see factors on a quantitative level.

How VR is Improving Shopper Experience

Retailers can gather feedback from targeted groups using VR. To improve the qualitative level of the services, retailers need to monitor behavior differences in buying patterns of the online customer.

VR supermarkets are embedded with virtual floorplans, 3D lighting, HD items display, immersive walk-through, and many more. VR offers a storytelling platform built on customer behavior insights.

VR has the ability to closely inspect goods in the store into a VR experience. Brands and supermarkets can provide memorable experiences through VR vital elements to help maintain user encouragement

VR with real-time collaboration unlocked the strategies to overcome the challenges in the supermarket. Hence the conversion rate benefits of making consumers feel comfortable. The rate of Consumers making purchase mistakes reduced thru the return rate.

VR supermarket more-accessible platform

Supermarkets are set to completely transform the shopping experience using virtual reality (VR). Hence, it is well to say that VR is a key to success in striking the right balance in allocating resources to users with digital experiences.  

Through VR brands want to reach consumers and assist them on the product’s shelf. This way user will know more about the practicalities of the products or how to use the product. VR enriches the experience by the entertaining user that cut through the confusion of traditional shelf-edge advertising.

Several major brands in FMCG have created an app that enables people to browse and pay for products in VR. VR produces an immersive experience that informs and entertain online users. This technology plays a vital role in creating more engaging encounters of the brand’s sale conversions.

The Bottom Line  

Virtual reality technology has already been around to help businesses in specific streams. The technology becomes more accepted due to the visualize store layouts and potential traffic benefits. Moreover, it offers the concept that combines product selection and customizability. VR is beneficial in term of capitalizing various opportunities embedded with interactivity and execution.

PTC and Shockoe sponsor the VRARA Enterprise Summit at LiveWorx

See event website 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. More here

About PTC

Enabling Industrial Digital Transformation. As a global software company, PTC drives Industrial digital transformation by enabling companies to design, manufacture, operate, and service things for a smart, connected world. Since 1985, PTC has been enabling customers to stay one step ahead of the competition by combining our strategic vision with leading, field proven technology. PTC technology helps companies to quickly unlock the value now being created at the convergence of the physical and digital worlds through the IoT, augmented reality, 3D printing, digital twin, and Industry 4.0. With PTC, global manufacturers and an ecosystem of partners and developers can capitalize on this promise of physical digital convergence today and drive the future of innovation. More here


About Shockoe

Emerging Technology - We like to keep an eye on what’s new, next, and noteworthy. It’s a way for us to help your business stay ahead of the competition. But we do more than simply watch from the sidelines—we can help you bring your ideas to life. Our strategists, designers, and developers are able to help you craft a technology roadmap for the next five weeks, five months, or five years. We’ll help your organization understand the best possible use cases for everything from voice and augmented reality (AR) to virtual and mixed reality (VR/MR). More here

Healium Secures Webby Nomination for Mind-Powered Mindfulness and VR/AR

A Columbia, Missouri company that makes biometrically-controlled virtual escapes for areas of social isolation took home top honors recently in two national events including a Webby nomination for "Best Use of Augmented Reality". StoryUP Studios makes Healium, a virtual and augmented reality mindfulness platform powered by the user's heart and mind via their wearables. The three-year old therapeutic media company is harnessing the power of the body's electricity to heal virtual worlds for areas of emotional pain and situational stress. 

The Webby's, the internet's most coveted award, are chosen via a public voting process. This is the link to vote for Healium. wbby.co/vote-game4. Healium also took home a top prize recently at CES's pitch competition and a 1st place finish in the XR category at SXSW. 

The Webby-nominated experience, Healium AR Butterflies, is available for download on the IOS and Google Play stores. It allows the users to hatch butterflies from a virtual chrysalis with their feelings of positivity.

Two published studies in Frontiers in Psychology and the Journal of Neuroregulation showed Healium reduced moderate anxiety and increased feelings of positivity in as little as four minutes. These mindfulness-in-nature escapes have the option to be powered by EEG and heart rate data from the user's wearables like a smartwatch or meditation headband. Positive or calm memories are empowered to change the environments with either just a mobile device or inside VR goggles.

Healium supports Honor Everywhere, a free VR tour program for aging Veterans who are no longer able to physically travel to see their WWII, Vietnam or Women's Memorial in Washington, DC. People who purchase Healium kits enable free Healium experiences for Veterans on a waiting list for virtual Honor Flights.

The Webby's winners will be announced on April 23rd and public voting continues through April 18th. 

For more information on Healium kits that allow you to grow virtual peace with your feelings, please visit tryhealium.com or email hello@story-up.com

Visit our website here

Motive.io Receives Funding to Expand their Scenario-Based Training Platform

Motive.io is thrilled to be granted funding to expand our Bionic Detective project. A first-of-it’s kind collaborative AR scenario that is not only entertaining, but has potential to increase engagement and success in training law enforcement to process crime scenes.

First launched as an entertainment piece for the VR/AR Global Summit last fall, we look forward to experimenting with the immersive training version of this work.

More info

The VR/AR Association San Francisco Welcomes Shel Israel as Advisor

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VRARA SF welcomes author, startup advisor and thought leader Shel Israel

The VR/AR Association tagline is Growth | Knowledge | Connections. And we strive in the San Francisco chapter to embody those principles in all moves. Pursuant to that charter, we’re happy to announce that author, startup advisor and thought leader Shel Israel joins the chapter as advisor.

Having written seven books on tech transformation, Israel brings historical perspective of past tech disruptions, and business realities that defined them. This will broaden the knowledge base of our chapter advisors, and thus our ability to be a business resource for members.

Specifically for AR and VR, you could say that Israel “wrote the book” on their expected transformation. The Fourth Transformation stands out on the bookshelves of our chapter principles, and remains a signpost for the early stages in a long evolution of AR and VR.

"Now that the mania of immersive technologies has tapered off, the business of real people using AR and VR to perform more and more tasks and services has begun. Enduring business models are taking form. From the factory to the classroom and the operating table, these technologies are making the world safer, more efficient and more entertaining. I am proud to be an advisor to this pioneering organization and its grown number of members.”

Stay tuned for more news for Shel’s involvement, including our developing event calendar for the remainder of 2019. This will involve advising chapter strategy, involvement in chapter events, and facilitating knowledge and perspective around VR and AR transformation.

There’s also industry news projected for the remainder of 2019, which Israel will help us contextualize, including Oculus Quest and the continued evolution of consumer and enterprise AR. It will be an exciting time for the industry, and we’re excited Israel will experience it with us.

“As someone who’s defined tech transformation both with his thought leadership and his hands-on work advising startups, Shel has been a hugely influential figure to all of us in the SF tech community,” said San Francisco Chapter co-president Emily Olman. “We’re thrilled to formally welcome him to our team.”

Call for Presenters and Invitation to Participate in our Storytelling Committee Webinar

The VR/AR Association Storytelling Committee is inviting speakers for a Webinar we are planning for June. Please email info@thevrara.com if you’re interested to present! Let us know if you’re also interested in Sponsoring this webinar.

The mission of the Storytelling Committee is creating best practices, guidelines, and call to actions (e.g., recommendations for standards) for Experiences & Storytelling in VR and AR in order to grow the audience (user base) for VR/AR. 

In the past, our Committee has presented several webinars (see the recordings here), published a creating best practices, guidelines for VR. See here. We also put together a panel of panel Industry leaders in the storytelling community for the VRARA Global Summit in Vancouver in 2018 . 

Join our Committee and representatives from producers and content creators, and other industry leaders.

We also invite you to our next conf call:

Thursday, April 25th11:00 – 11:30am PST or 2pm EST

Join via Hangouts Meet meet.google.com/oua-aukn-aqo

or Join by phone‪: +1 573-343-8418‬ PIN: ‪745 622 962‬#

Regards,

Jeff Olm & Michael Owen

VRARA Co-Chairs


VRARA Member ThirdEye partners with Verizon for 5G and Mixed Reality Glasses that can help change how we see the world

Come see ThirdEye present at our VRARA Enterprise Summit! More info here

Today, there are already a plethora of augmented reality (AR) use cases for businesses, however, bulky headsets and motion sickness have become big barriers to scaling usage. The cost of such devices has also made them unattainable for consumers since expensive computing power needs to be built into the headset.

Enter 5G. With high bandwidth and low latency, as well as the power of mobile edge computing, 5G makes it possible for AR/MR glasses to offload the majority of their workload to the edge of the network. Thanks to the reduced compute and power needs, smart glasses are about to become significantly lighter and cheaper, ultimately increasing adoption.

Consider First Responders wearing AR/MR glasses – they’ll be able to travel to a scene and have images fed to the corner of their glasses to help plan rescue actions before they arrive on-site. The glasses can also display live video feeds from drones hovering over the scene as well as street or topographical maps to help them better prepare.

At Verizon’s 5G Lab in New York City, ThirdEye, creator of the world’s smallest mixed reality glasses, recently showed off this 5G use case. The company demonstrated how its smart glasses – along with its AR/MR software – can help bring about a new era of hands-free human interaction with computing at the edge. While wearing the glasses, users such as First Responders can directly interact with surrounding objects or digital information placed in their field of view.

Additionally, field service workers (like auto mechanics) will be able to scan an object, such as a complex motor, with the glasses’ built-in camera and send images to a remote expert for help. They can then receive live audio/video guidance from the expert appearing at the top right of their smart glasses while working hands-free, instead of having to look down at a tablet or booklet to repair the part.

“5G really helps in terms of latency,” said ThirdEye’s Nick Cherukuri. “For AR smart glasses we have to stream live video or live 3D models, which can end up using a lot of data. 5G will eventually help reduce latency to under ten milliseconds, which will be a total game changer.”

For consumers, using the smart glasses over 5G will allow for more interactive and collaborative gaming experiences, as well as enhanced in-flight entertainment. Imagine being given a pair of AR glasses preloaded with HD movies when boarding a plane, then after take-off, being able to stare at the ceiling or even look out the window and see your movie presented directly in front of you in a screen size much larger than the seat-installed TV.

Stay tuned next week for another cool 5G demo from Verizon’s 5G Lab!

For related media inquiries, please contact Christina.moon.ashraf@verizon.com

Source

Come see ThirdEye present at our VRARA Enterprise Summit! More info here


New sessions added to our VRARA Enterprise Summit at LiveWorx! Come see the latest in Training Solutions and get Market Insights!

More info and get tix here

We have exciting updates for you regarding our VRARA Enterprise Summit at the LiveWorx digital transformation conference at the Boston Convention and Exhibition Center. Our Summit is on the first day, June 10, of the 4-day LiveWorx (June 10-13) event. 6500+ attendees are expected!

Our full-day event will feature solution & service providers and end-users of the technology to give you the best insights and demonstrations.

Market Insights Tracks

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Enterprise VR/AR spending is expected to reach $13B in 2019. Get examples and data from both sides of the table, enterprise users & their suppliers. Also, get a snapshot of current R&D investment, XR usage by industry and common business use cases. Plus, you'll get the AR smartglasses landscape, their current major use cases, and what the future looks like. Sessions include:

  1. Hard ROI from Enterprise VR/AR

  2. Exploring Opportunities on XR's Next Frontier

  3. AR/MR Smart Glasses Landscape

Training Track

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Corporations invested $87B on Training in 2018. VR has retention rates of 75%. Learn about the myriad of VR training use cases and how companies small and large are leveraging immersive technology to train their workforce. Sessions include:

  1. Transforming Learning in Retail with VR/AR

  2. Disrupt & Add Value – VR Training On The Rise

  3. New Shape of Location-Based VR and AR Experiences for Military Training

More info and get tix here

The VR/AR Association is launching the Defense & Intelligence Committee

The VR/AR Association is launching the Defense & Intelligence Committee! Network with leaders in Defense, Intelligence and across the VR/AR industry. Join our discussion on the best uses of virtual and augmented reality within military training and simulation.

Participants already include: 

  1. Brightline Interactive

  2. Booz Allen Hamilton

  3. Concurrent Technologies Corporation CTC

  4. Finger Food Studios

  5. National Defense Industry Association

  6. You? Join here

VRARA members are welcome to attend our DC event on April 8 on this topic; everyone else that RSVPs are asked to have some affiliation of doing work for the government.

And, we invite you to attend our VRARA Enterprise Summit, hosted by the VR/AR Association, that 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. More info and get tickets here

Tomorrow! Join us online for the Unity Authorized Training Partner Program (UATP) with Unity Technologies, ThinkEDU, KnowledgePoint Connect

RSVP here

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Topic: Unity and Market Opportunities for prospective UATP’s and UCI’s

Presenters:

  • Michael Fischler – Chief Executive Officer, ThinkEDU, LLC

  • Anuja Dharkar – Head of Learning, Global Education, Unity Technologies

  • Rebecca Abrams – Education Program Manager, ThinkEDU, LLC

  • Janett Perry – Global Program Manager, Unity Technologies

  • Rickard Lautrup – Program Manager EMEA & Hong Kong, KnowledgePoint Connect

  • Merry Kirk – Partner Engagement Manager, ThinkEDU, LLC

Agenda:

  • Welcome & Introduction to Facilitators

  • Unity and Market Opportunities

  • VRAR Overview, Workshops & Courseware

  • The Unity Authorized Training Partner (UATP) Overview

  • The Unity Certified Instructor (UCI) Overview

  • Introduction to ThinkEDU and our services to UATP’s

  • Introduction to KP-C and our services to UATP’s

  • Next Steps – Becoming a UATP

  • Next Steps – Finding a UATP for training.

  • North America – Free courseware offer

  • Q&A

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.