VR/AR Global Summit update: sponsors & exhibitors include Microsoft, Lenovo, Niantic, Theorem Solution, LNG Studios, BCIT, VirtualWare among others

We are thrilled to confirm additional Sponsors and Exhibitors for our VR/AR Global Summit!

Get your ticket today for this world-class event taking place Nov 1-2 at the Parq Vancouver, bringing together the best knowledge and networking in VR & AR for enterprise, hardware, software and content providers from across the globe.

This VR use case has the potential to save retailers millions of dollars!

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR in Retail!

Pixel Framers specializes in photo-realistic mobile VR solutions for the AEC, retail, and entertainment industries. They produced this piece for free for the Raspberry Pi Foundation to both promote their new retail store as well as demonstrate Pixel Framers’ mobile VR capabilities. The entire demo was built from scratch for mobile VR (Oculus Go, Gear VR, Google Cardboard) using only photos available online.

Following completion of the demo Pixel Framers was able to visit the Cambridge, U.K. store in person and compare. Pixel Framers believes this type of use case has the potential to save retailers millions of dollars by optimizing the store design and layout processes as well as improving and streamlining staff training/on-boarding.

More info: http://www.raspberrypi.org/blog/take-a-virtual-reality-tour-of-the-raspberry-pi-store/

Contact: Rob Chinery rchinery@pixelframers.com

The VR/AR Association appoints Samuel Trevino of Insitu (a Boeing company) as Chair of the Aerospace Committee

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR in Aerospace!

To participate in the Aerospace Committee, email info@thevrara.com

The Aerospace Committee of the VR/AR Association serves as a resource to promote the application of VR/AR technology as a solution to a number of traditional problems in aerospace. The committee will enable the sharing of best practices and information on VR/AR related applications in the aerospace industry as well as curate industry relevant case studies. Furthermore, the committee will, as necessary, shape and recommend best practices for the scaling of VR/AR applications across aerospace.

Areas of focus for the Committee include:

  • Data visualization

  • Learning & Training an aging workforce;

  • Learning and training a new work force; 

  • Troubleshooting and live support;

  • Safety & EHS as pertains to the aerospace industry

  • Guided assistance of factory workers & field technicians in aerospace.


Samuel Trevino is a Global Product Training Manager at Insitu (a Boeing company). In his current role, Sam manages products and services for 30+ training courses on 5 Unmanned Aerial Systems in 6 schoolhouses, globally. Insitu has trained and certified more than 3,500 students in the past 2 years. Sam’s teams are spearheading efforts in implementing new instructional technologies that assist their SMEs in surging flow of training and product content leveraging Insitu’s 1.25 million operational flight hours worth of data. Sam’s efforts include implementing a flipped-classroom variant, growing the use and implementation of AR/VR, agile end-to-end product development, providing custom curriculum options, and supporting two programs of record while maintaining compliance with various industry standards. Sam has also served as an Infantryman and Sniper during OIF1 and OIF2.

Join other thought-leaders committed to the application of VR/AR technology in solving the problems associated with the aerospace industry by emailing info@thevrara.com

The Committee meets once a month online, and has a regular quarterly gathering via webinars or hosted events.

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about VR/AR in Aerospace!

To participate in the Aerospace Committee, email info@thevrara.com

Checkout Imagination Park's AR Activations including AT&T and the 2019 American Association All Star Game. Now you can use their Self-Service AR Platform for your Events!

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about AR for events!

Imagination Park is launching their Self-Service AR Platform - ImagineAR.com October 1st that allows any company or person to launch an AR mobile Activation in minutes without any technical background.

Any AR Content creator can use the platform to active their AR either by Visual marker or GPS Location.

Below are two recent examples Imagination Park deployed:

AT&T Scavenger Hunt:

2019 American Association All Star Game

If you’re interested in doing an AR activation, contact:

Alen Paul Silverrstieen

CEO & President

Imagination Park


Verizon and VRARA Member meetingRoom Jonny Cosgrove explain why #5G is going to be a gamechanger for Virtual and Augmented Reality

Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about 5G and VR/AR!

At the beginning of U2’s Experience + Innocence show, the audience in the stadium saw a blue and white iceberg projected across an 80-foot wide screen. As Bono’s smooth baritone sang the opening words of the band’s set, the five-foot, six-inch Irish singer appeared at the center of the stage. But anyone holding up their phones to the screen witnessed an enormous, electric blue outline of Bono towering over the crowd.

Concerts featuring augmented reality (AR) and virtual reality (VR), like the ones U2 gave on the band’s recent tour, are still at an experimental phase, but many event experts expect the technology will become a regular part of live shows.

Eminem utilized AR at last year’s Coachella festival. After downloading an app on their phones, fans could view his set accompanied by silly and startling images like a plate of the rapper’s mom’s spaghetti overturning on top of them. This year, Coachella built an AR-equipped stage where festival-goers could peek through an app on their phone screens during performances to see spaceships fly through the sky.

“VR and AR are moving with a velocity now,” said Jonny Cosgrove, a former concert promoter who’s now CEO of the VR company meetingRoom. “What’s exciting now is that the end user gets to be the guinea pigs for all kinds of fantastic and immersive experiences.”

Bono said the stadium’s tall, augmented reality version of him was doing the same thing he did when he’d stage dive in the early days of U2: break the stage’s fourth wall to create a more personal connection with the audience. The technology doesn’t require a stadium-size stage to be effective. The New York City-based band Starset had an augmented reality spaceship fly around Hammerstein Ballroom and land onstage.

Not all immersive AR images are as flashy as spaceships, but they still have the power to heighten live entertainment experiences, said Sovanna Mam, the executive producer and founder of Greenfish Labs.

“The goal is not just to use technology for technology’s sake, but to make sure that people can use their phones to do something worthwhile that enhances their experience and makes it smoother,” he noted.

That could mean an AR-enabled app on each festival-goer’s phone that, when opened, points them to the nearest restroom or concession stand. The same tech could also potentially geo-locate friends.

Such experiences also help event sponsors drastically increase user engagement. Verizon previously teamed up with Maroon 5 to give fans the opportunity to do live karaoke at three of their shows. While the band played their first two songs of the show, aspiring singers could film themselves on Snapchat singing along.

Verizon had given away 100 Maroon 5 tickets at those shows. The singalong experience was a way to scale the giveaway’s impact and encourage winning fans to share the video and let everyone know that they had the best seats in the house.

The company views AR and VR as great platforms for connecting with non-traditional audiences. (Verizon  has also teamed up with artist Pharrell Williams to open an Innovative Learning Lab in Virginia Beach, which will teach students about AR and VR, as well as other cutting edge tech.)

AR applications can also be used inside concerts like Coachella, where vendors and sponsors could offer coupons, tickets and other prizes for collecting their AR markers.

The implementation of speedier networks will make many of these applications more widely available, said Mam. “The 5G network is going to be a gamechanger,” he said. “We’re about to see an explosion of VR and AR activations because of 5G.”

Those advancements may seem like an intrusion into a live experience traditionally designed to connect people with music. But mobile screens aren’t going anywhere, emphasized Cosgrove. That’s why the best VR and AR innovators are aiming to create immersive experiences so personalized and realistic you forget they’re happening in a mobile app or wearable device.

“We’re giving people a new means to experience things,” he said. “We’re not trying to change an experience, but enhance it. We want to make sure everyone can have a personal experience, and a great time.”

For more information, see:


U2 discusses augmented reality

Coachella’s AR-equipped stage

Eminem’s augmented reality app

Starset flies a spaceship

Verizon partners with Maroon 5

For related media inquiries, please contact story.inquiry@one.verizon.com


Attend the VR/AR Global Summit Nov 1-2 in Vancouver to learn more about 5G and VR/AR!

RSVP for our New Online Courses for Virtual and Augmented Reality Development - Start in September

Also, come for our onsite workshops to be held at the VR/AR Global Summit Nov 1-2 in Vancouver

Registration for Circuit Stream's September cohorts are now open! VRARA members receive 20% off tuition, email info@thevrara.com for your code.

VR Development with Unity

September 30 - December 11

Monday & Wednesday

Choice of times:

10-11:30am PT

6:30-8pm PT

6:30-8pm ET

This course features live weekly classes and 1-on-1 sessions designed to help you become a virtual reality designer, developer or content creator. After 10 weeks, you’ll have a working VR prototype and the expertise to create professional virtual reality apps.

This is a beginner friendly course for new VR creators, no previous experience required.

Whether you’re upgrading your skills or building a VR app for work or yourself, our project-based course will finish with a working prototype ready for publication.

More information about Circuit Stream's VR/AR Development with Unity courses available here.

AR Development with Unity

September 30 - December 11

Monday & Wednesday

Choice of times:

10-11:30am PT

6:30-8pm PT

6:30-8pm ET

This course features live weekly classes and 1-on-1 sessions designed to help you become an augmented reality designer, developer or content creator. After 10 weeks, you’ll have a working AR prototype and the expertise to create professional augmented reality apps.

This is a beginner friendly course for new AR creators, no previous experience required.

Whether you’re upgrading your skills or building a AR app for work or yourself, our project-based course will finish with a working prototype ready for publication.

More information about Circuit Stream's VR/AR Development with Unity courses available here.

VRARA Member Atheer Acquires Flype to Accelerate Augmented Reality’s Adoption in the Enterprise

Come see Atheer at the VR/AR Global Summit in Vancouver Nov 1-2

Acquisition of enterprise grade work platform - one that intelligently and securely connects users with the digital assets they need - will supercharge Atheer's award-winning AR Management Platform

Atheer Inc. announced the acquisition of San Francisco-based digital work platform pioneer Flype Inc.

This acquisition accelerates the development of Atheer’s award-winning Augmented Reality Management Platform by combining Atheer’s existing leading real-time collaboration capabilities with the intelligent digital work and integration capabilities of the Flype platform.

We are seeing an accelerating adoption of AR by enterprises across many industries and business processes. These organizations are demanding AR platforms that have enterprise-grade security and user permission management, robust digital asset management across all their content stores, intelligent and dynamic work instructions on all devices, broad integration capabilities to other enterprise systems, and robust reporting and analytics 

Amar Dhaliwal, CEO Atheer

“With Flype, we have acquired an enterprise-grade digital work platform that significantly extends our capabilities in all these areas. The combination of Atheer and Flype redefines what enterprises can expect from an AR platform.”

Founded in San Francisco, California, Flype’s digital work platform intelligently and securely connects users with the digital assets, work instructions, and resources they need to do their best work.

About Atheer:

The Atheer Augmented Management (AR) Platform is an enterprise-grade AR productivity and collaboration solution designed for industrial enterprises. Atheer was recognized as the Best Enterprise AR Solution at the recent global Augmented World Exposition and Conference, 2019.

Founded in 2012, Atheer provides the only fully integrated enterprise grade solution for contextual work guidance and support which combines secure multi-point video collaboration, integrated step by step work instructions; broad device support (from smartphones and tablets to all major smart glasses); native support for multiple types of interaction (including gestures), detailed dashboards and reporting, multiple languages, and enterprise grade security and availability.

Atheer is being used today by leading industrial enterprises to transform the productivity, accuracy, quality and safety of their industrial workers - providing real and radical business impact. Customers include Porsche Cars North America, Julabo, Massimo, The Clorox Company, Volkswagen Group and the International Air Transport Association.

Porsche Cars North America, for example, publicly reported a 40% reduction in service resolution time in their dealerships using the Atheer Platform. Porsche was recently ranked highest in satisfaction with dealer service among luxury brands according to the J.D. Power 2019 Customer Service Index (CSI) Study.

Atheer is headquartered in Santa Clara, California.

Visit AtheerAiR.com or follow us on Twitter @atheerair.

Atheer Press Contact

Geof Wheelwright

Director of Marketing Communications, Atheer, Inc.


Scape Technologies launches Technology to Power the Next Generation of AR with Computer Vision

Hyper-accurate location, powered by computer vision.

Scape is harnessing AI to allow camera devices to recognize their surroundings, outdoors and at an infinite scale.

Computer vision startup Scape are developing the infrastructure that will allow computers to perceive and understand the environment around them, using a camera. Scape has recently launched technology that allows mobile phones to seamlessly mix the virtual and real worlds, by enabling camera devices to be located to centimetre-level accuracy from a single image. Soon we’ll be seeing games similar to Fortnite or Grand Theft Auto -- but played across the city rather than in online worlds. And London is the first city in the world to get the service.

The potential of this new infrastructure has already got some of the largest telecoms and handset manufacturers excited as they race to make the most of the potential of the new 5G mobile broadband services.

This is the first stage of Scape Technology’s mission to unify the real and virtual worlds, by enabling machines to understand their physical surroundings. Unlike satellite-based GPS, Scape’s technology allows any camera device to be located with centimetre-level accuracy across the city centre from a single image.

This technology has the potential to unleash a whole new industry of mixed reality applications, with London at its heart. Because the technology allows a device to understand it’s real world position to a greater degree of accuracy than existing methods, augmented content can be anchored to exact locations. This allows a user to experience persistent content, paving the way for never-before-possible use cases; be that the next Pokemon Go of AR gaming; allowing architects to visualise their designs standing tall in the skyline or enabling a new-age of interactive tourism experiences.

Scape’s SDK- ScapeKit is now openly available for use across central London. Developers can sign up for access at www.scape.io ...and it’s FREE

View video here https://vimeo.com/345434725

The VR/AR Association publishes the UK Ecosystem Report. Download here

With VR/AR, we're going to experience music, art, content and data in context with our lives. A quick search of the GOV.UK Contracts Finder site and the Digital Marketplace suggests that, in the last half-decade, there have been just 17 public-sector tenders for virtual reality projects or products. But six of these were in the first half of 2019. This includes a £700,000 project from Highways England to deliver a virtual training environment, and a three-year framework launched by housing association London and Quadrant, which will use VR/AR technology in the planning of new buildings. A wide range of universities have invested in VR or AR environments to support the teaching of engineering and other subjects. The Ministry of Defense also recently spent money on a “VR demonstrator” to showcase the technologies of the future that will play a key role in the defense sector.

This report features UK-based immersive tech pioneers in the media, advertising/marketing, gaming, enterprise training, computer vision, geolocation, telepresence, education, retail/ecommerce, journalism, healthcare, art/entertainment sectors, among others. Thanks to their involvement with the VRARA in the UK and beyond (VRARA has over 4200 companies, brands, schools registered and over 27000 professionals), we continue to demonstrate how VR and AR will change people's lives, businesses and grow the economy through innovation. This connection and collaboration seems particularly important now, as we face the UK leaving the EU, and with the potential of VR and AR to expand into a $60 billion market by 2023.

If you're not a member yet, please join us in creating this magical future. As Jay Samit puts it: "the best way to predict the future is to spend time with those creating it." And if you or your organisation plan on using VR and AR, then the VRARA and its members would love to hear about it, and we encourage you to get in touch. We can help. Email us at london@thevrara.com

Submit your information for the Netherlands VR/AR Ecosystem Report

Dear member of the Dutch VR and AR community,

The submissions for the first Dutch VR & AR ecosystem report have officially been opened.

The ecosystem report is a simple yet effective way to show what’s happening in The Netherlands. It will be distributed through the global VRARA network, grabbing attention on a global level with proof that there's something to say about VR/AR/XR in The Netherlands. We would like to invite you to be part of this report.

We found a partner that shares this ambition to put us on the global radar. StickyLock creates concepts and develops apps and games. They have created AR solutions for architecture, advertising, business cards, e-commerce and furniture and are committed to making high quality games and AR/VR/MR applications using cutting-edge technology. Thanks to their sponsorship we have the means to give all submissions a full page in the report, normally only available to VRARA members.

You can submit your response for free. All we ask you to do is to fill out the form by clicking the button below before the final submission deadline: August 16th. The first 35 submissions will have a guaranteed place in the report. Any additional submissions will be subject to review.

For other reports we have published for UK, Belgium, SF, Toronto, Taiwan, among others, please see here

The data you submit will solely be used to generate The Netherlands Ecosystem report. Here's how it will look

Please sign up before August 16th


Any questions, email netherlands@thevrara.com

Kaon Interactive Announces Non-Immersive VR, Enterprise Marketing Platform to Bring Virtual Reality Experiences to Every Device. Wins Communicator Award for CenturyLink VR Application

Wins Communicator Award for CenturyLink VR Application

BOSTON – July 29, 2019 - Kaon Interactive, the leading provider of 3D marketing and sales applications for global B2B brands, today announced two key milestones: the launch of an industry innovation, “non- immersive” VR (virtual reality), and the receipt of a coveted industry award. A new technology evolution to Kaon’s High Velocity Marketing Platform®, non-immersive VR extends the value of the company’s existing virtual reality-based B2B marketing solution by delivering these experiences not just on VR headsets, but now on smartphones, tablets, desktop PCs, touch screens and the web. This significant enterprise VR advancement has led to the recognition of a distinguished Communicator Award for Kaon’s deployment of a virtual reality application which contains non-immersive VR functionality for CenturyLink.

3D Immersive Experiences, Beyond VR Headsets

B2B marketers are looking to extend the immersive qualities and emotional impact of virtual reality storytelling by having participants experience that same sense of immersion on their phones, tablets, desktop, touch screens and the web. Previously, virtual reality was only available via headsets. With Kaon’s most recent platform update, newly developed Kaon VRâ applications can now be experienced not only on ubiquitous VR headsets, but extended to any device. Users can navigate the immersive application with their mouse, finger or controller by selecting the immersive environments and message touchpoints along the way.

To elevate customer engagement within VR, Kaon has implemented a tracking technology that is typically used for augmented reality (AR). This now allows users to navigate a 3D VR environment or scene by moving a phone or tablet around like a window into a virtual world. “This takes cross-platform experiences to a whole new level,” said Kaon CTO and founder Joshua Smith. “This is the first technology platform that allows the same immersive application to run on the whole gamut of enterprise hardware: AR, VR, mobile, desktop, touch screens, and web browsers.”

Screen Shot 2019-07-29 at 5.39.21 PM.png

In a recent case study, Becky Kelly, director of solutions marketing strategy at CenturyLink, stated,

“There is a huge cost and time efficiency in not having to recreate this interactive content from scratch for future sales and marketing programs and devices. We want to tell our story everywhere our buyers are, and Kaon's platform affords us the ability to do that. Not only did Kaon help us push the envelope, they gave us an innovative technology platform that allows us to break new ground and raise the bar.”

CenturyLink: Communicator Award of Distinction, Business Campaign

CenturyLink was selected from over 6,000 entries for the Communicator Awards, competing against submissions from companies and agencies of all sizes. The awards program is one of the largest international awards for big ideas in marketing and communications. Kaon earned a Distinction Award for its VR experience application, “Why Milliseconds Matter,” for global technology giant CenturyLink in the Business Campaign category. Developed by Kaon Interactive, the “Why Milliseconds Matter” VR experience was originally created for CenturyLink’s exhibit hall presence at AWS re:Invent in order to meet two goals. First, in lieu of approaching tradeshow attendees cold, CenturyLink wanted to ease the barriers for its booth staff to engage prospects. Second, the company wanted to have a better interaction with customers, once engaged, to help them understand why CenturyLink isn’t just another network service provider. Through a digitally simulated “connected city” with immersive animations and videos, customers were able to select interactive elements that communicated the value of CenturyLink’s robust global fiber network, allowing them to explore the world of autonomous vehicles, interactive signage, mobile communications, and cloud services. As a result of this innovation, the immersive VR experience drove four-and-a-half times the number of leads as the previous year’s AWS re:Invent.

Experience Kaon’s non-immersive VR experience for CenturyLink: http://m.kaon.com/c/cl

Learn more about CenturyLink: https://www.centurylink.com/business.html

“Customer engagement lies at the heart of our mission to bring greater marketing efficiency and sales effectiveness to B2B brands,” said Gavin Finn, CEO & President of Kaon Interactive. “The evolution of our platform to include non-immersive VR has taken individual, isolated VR experiences and made them accessible to customers everywhere, on commonly used devices. This extension of reach and scalability has given our enterprise customers a more engaging way to tell a value differentiation story everywhere their prospects are.”

Kaon Interactive's applications are created once and can be deployed everywhere. Currently available on devices running iOS, Android, MacOS, and Windows, Kaon Interactive's solutions are used by sales teams and marketers in nearly 40 countries.

# # #

About Kaon Interactive

Kaon Interactive is a B2B software company. Kaon’s interactive sales and marketing applications simplify complex product and solution stories in a visually engaging way anywhere, anytime, turning prospects into customers. The company’s interactive 3D sales and marketing applications transform product and solution marketing content into visual interactive storytelling experiences to deepen customer engagement, reduce marketing expenses and accelerate the sales cycle. More than 5,000 Kaon Interactive applications are being used worldwide at trade shows, remote sales demonstrations, product launches, executive briefing centers, and websites by leading global product manufacturing companies.

For more information about Kaon, visit www.kaon.com.

Media Contact for Kaon Interactive

Ryan McKenna


(781) 749-0077 x21

Seabery Sponsors the Training Industry Committee and has over 400+ clients worldwide. The Seabery Augmented Reality solutions are applied to skills training


Training Committee creates best practices, guidelines, and call to actions for our industry. 

Seabery is a global tech company pioneering the development of Augmented Reality (AR) edtech solutions applied to skills training. The Seabery platform is being used by more than 400 Government and Industrial clients in 45 countries, with Germany and USA as the early adoption markets. Seabery has 65 employees.

For more info contact Alejandro Villarán Vázquez avv@seaberyat.com

Early Bird tickets end July 31st for our VR/AR Global Summit. Come see the latest from Microsoft, Lenovo, Magic Leap, HTC..in Vancouver with over 250 companies!

VR/AR Global Summits are world-class events bringing together the best knowledge and networking in VR & AR for enterprise, hardware, software and content providers from across the globe. See event website here

The VR/AR Association publishes the Belgian Ecosystem Report featuring 50 Companies

Screen Shot 2019-07-22 at 10.42.54 AM.png

How are the European Parliament, New Balance, Volvo, and other leading companies leveraging the VR/AR ecosystem of Belgium? Why are they investing in this new technology?

Together with Howest, we decided to create this VRARA Ecosystem report, which gives up-to-date information about the VR/AR space in Belgium. Almost 50 Belgian companies shared their experience, predictions for the future, and real use cases! We kindly share this report with you to help you capitalize on the next major computing platform shift and understand why Belgium will play a role in that!


For nearly 25 years, Howest University of Applied Sciences has acted as a pioneer in the field of applied computer sciences. Anticipating the future and exploring the talents and motivation of each student, we have coached our students to become competent, highly employable, team oriented young professionals.

Introducing new bachelor programmes, inspiring hundreds of young early adopters, we have aimed to set the mark for socially relevant, practice-based education and valorisation oriented research and community service for the broad regional and international labour market.

Anticipating new trends and needs, we have designed new profiles. With our programme in Digital Arts and Entertainment, we have become part of a worldwide, cutting edge circle of trendsetters.

We have generated a practice-based, state of the art curriculum in close collaboration with all the major partners in the field of technology, creating a multidisciplinary setting, integrating education, research and community service, which allows us to create an added value for our students, staff and society as a whole. Twice we have been awarded the Rookie Award for best gaming programme worldwide.

More recently, we have developed new programmes in the field of AR, VR and – our newest programme – in applied AI. Although they are different, VR and AR share common processes and technologies such as software and data processing. They also tend to concentrate in the same business and research worlds hence creating overlapping ecosystems, as is clearly shown in ‘Virtual reality and its potential for Europe’, a paper by Ecorys (2017). VR & AR ecosystems are also closely related to the industry of artificial intelligence (AI).

Howest University of Applied Sciences has always stimulated entrepreneurship, creating a fertile soil and facilitating students and alumni in pursuing their dreams. No wonder so many names in this register have a familiar ring to them: they are alumni of Howest! Needless to say we are very proud of their achievements!

It goes without saying that none of these efforts could reach fruition without a supportive context. The Kortrijk region is wellknown for its technology giants such as Barco but also for its entrepreneurial SME’s. The town council and its mayor are valued partners. Flanders itself aims high with its Goals 2050 programme.

Howest University of Applied Sciences is rooted in enthusiasm, dedication and hard work. These values have made us the future forward organisation we have been for so many years. It is our firm intention to be the change agent for the years to come.

-- Lode De Geyter

President, Howest University of Applied Sciences


Virtualware and Biogen create a Virtual Reality multi-user experience in the pharmaceutical industry

Biogen is one of the world’s leading biotechnology companies, developing therapies for neurological, autoimmune and rare diseases, with a clear focus: have the greatest impact on patients of any biotechnology company in the history of the industry.

As one of the pioneers in biotechnology, Biogen is constantly seeking cutting-edge technologies and new ways to engage professionals in the industry congresses and meetings, where they showcase how they are solving some of the most challenging and complex diseases in neurology.

For the 5th congress of the European Academy of Neurology in Oslo (Norway), Virtualware created the first multi-user immersive experience in the pharmaceutical industry where professionals could get a deeper understanding of two complex diseases: Spinal Muscular Atrophy (SMA) and Multiple Sclerosis (MS).

A large-scale collaborative all-in-one solution (50m2 | x4 users) where visitors could learn about the two showcasing pathologies by playing engaging missions. Virtualware provided content development and equipment, deployed and managed by VIROO (Virtualware’s proprietary software platform), and full support during the congress.

1st Multi-user VR Experience
9.8 Overall rating
300K views on Youtube

More info here

VRARA SF Advisor Shel Israel Offers Ghostwriting to the VR/AR Community


Acomplished author and VRARA SF Chapter Advisor Shel Israel can help craft your VR/AR Narratives

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 announced in April that author, startup advisor and thought leader Shel Israel joined the chapter as advisor.

Now we’re doubling down on that. Israel is offering his services to VRARA members and the broader VR/AR community to ghostwrite a tech-business book or to advise startups on developing narratives. This includes a free hour of consulting for VRARA SF and Silicon Valley members.

Having written seven books on tech transformation, Israel brings historical perspective of past tech disruptions, and business realities that defined them. Specifically for AR and VR, you could say that Israel “wrote the book” on their expected impact. 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.

“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.

Israel just shared with us that he has completed two big projects and is available as a content marketing resource to VRARA members and beyond. Get him now, while available. You can read more about him on his website or email him.

New Immersive Environment: Station IX (VR without goggles)

In early 2018, Imagine 4D, a Montreal-based tech company, launched Station IX. They are excited about Station IX, an immersive 3D display environment, because it differs from other solutions on the market. Their display environment makes use of Reflected Reality ™, which allows users to see 3D content without VR goggles, or head-mounted displays (HMDs).

Reflected Reality ™ simultaneously uses seven curved mirrors, seven projectors, and a large curved screen to surround users in a 3D virtual world.

Without HMDs, users can collaborate freely and enjoy 3D content without the common limitations of virtual reality, such as VR sickness, eye fatigue, and loss of spatial awareness. Their team has taken every measure to create a space that is shared and comfortable.

Imagine 4D believes that VR/AR, and Station IX specifically, can change how businesses operate. Military professionals, for example, can train for high-risk scenarios in safe environments. Similarly, cabin crews can familiarize themselves with aircrafts and emergency procedures before takeoff. Architects and real estate developers can also design, visualize, and present their projects to clients in a collaborative space unrestricted by VR goggles. These are just a few industry use cases; Station IX can be used for a variety of applications in many fields. The possibilities are endless!

If you would like more information about their new immersive technology, please contact us at info@imagine-4d.com