Why so many Silicon Valley companies are moving to Vancouver

Vancouver is the 2nd largest VR/AR ecosystem in the world, after Silicon Valley, with over 230 companies working in VR/AR! The VR/AR Association (VRARA) is proud to present the VR/AR Global Summit to be held in Vancouver, Canada on Nov 1-2, 2019. This is the 4th year of the show in Vancouver! 2019 Summit sponsor include Microsoft, Lenovo, Niantic, Viacom among others, with over 70+ Exhibitors, 120+ Speakers, and 1000+ executives from around the world. More info and tickets here

Why so many Silicon Valley companies are moving to Vancouver?

In the past 12 months, a concentration of Bay Area businesses have started looking north for new headquarters

by Kate Wilson

When Amazon announced its expansion into Vancouver in April 2018, an almost imperceptible shift happened in the local tech ecosystem. With the exclusion of Microsoft’s move into the city in 2016 to establish a two-floor, 750-person office, the technology landscape has been dominated almost entirely by small, 50-employee-or-less startups. While breakout local successes like Hootsuite, Avigilon, and Slack have made a name for themselves in Silicon Valley, few Bay Area companies and Seattle giants would have considered the locale to be a noteworthy tech hub.

Read full article here

Source

EPIC and VRARA Partner to Advance VR/AR Industry (Press Release)

28 August 2019, Berlin, Germany

Philip Wogart, Executive Director DACH, Co-Chair Location Based Entertainment Committee of the VR/AR Association (VRARA) and Carlos Lee, Director General of EPIC (European Photonics Industry Consortium) signed a Memorandum of Understanding on 28 August 2019. The signature took place at EPIC’s highest-level conference - EPIC World Photonics Technology Summit 2019

There are so many facets of the photonics industry that have direct application to the advancement and adoption of Immersive Technologies, which is entirely our organisation’s goal and mission statement. To find the leading advocate in photonics with its trusted experts and leaders right here in Europe that connect their own industry across the entire value chain, it made perfect sense that our associations not only collaborate, but indeed connect members in business opportunities that accelerate both ecosystems…”
— Philip Wogart, Executive Director DACH VRARA

VRARA and EPIC are leading international organizations that are working tirelessly towards the development of virtual/augmented reality and photonics industries, respectively. They are mutually motivated in cooperative activities involving the technological and commercial advancement in the area of photonics as both organizations help to develop industry standards. The partnership will encourage direct contact and cooperation between its members, assist future cooperation including participation at events and promoting the VR and AR ecosystem, exchange of information and contacts, as well as advisory mandates with the aim to support the development of a more cohesive and sustainable industry.

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EPIC’s model of connecting the European photonics community worldwide is through collaboration and partnerships, and thereby integrating the industry and improving the workings of photonics ecosystems. The VR/AR community is developing very fast and with this partnership, we want to offer this community access to EPIC’s members leading to future collaborations between members. Partnerships like this bring industries together and it’s good that the photonics industry is getting integrated and more organized
— Carlos Lee, Director General of EPIC

The signature of the MoU took place in conjunction with the EPIC World Photonics Technology Summit in Berlin, Germany, in the presence of 150+ CEOs/CTOs and decision makers from worldwide leading photonics companies. The signing is the culmination of 9 months collaboration starting already last year at the EPIC Meeting on AR/VR at SONY in Stuttgart and several online collaborative webinars. Then earlier this year Director General Carlos Lee gave the keynote at the Executive Dinner at Mobile World Congress hosted by the Barcelona Chapter of VRARA. The cooperation continues to grow onto the international stage with the VR/AR Association’s invite for EPIC to participate in their annual Global Summit in November in Vancouver.

VR/AR Association (VRARA) has over 50 chapters around the world and a community of over 4,200 companies, brands, schools, and 27,000 professionals interested in the fields of VR/AR technologies. This complements very well the interests of most of the 500 members of the European Photonics Industry Consortium (EPIC), that encompass the entire value chain from photonics fields such as lighting, photovoltaic, photonics integrated circuits, optical components, lasers, sensors, imaging, displays, optic fiber and all other photonics related technologies.

About VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, school and 27,000 professionals are registered with VRARA and 20 committees are working on best practices and guidelines for the industry.

About European Photonics Industry Consortium

EPIC is an industry association that promotes the sustainable development of organizations working in the field of photonics in Europe. Its members encompass the entire value chain from LED lighting, photovoltaic solar energy, photonics integrated circuits, optical components, lasers, sensors, imaging, displays, projectors, optic fiber and other photonics related technologies. EPIC fosters a vibrant photonics ecosystem by maintaining a strong network and acting as a catalyst and facilitator for technological and commercial advancement. EPIC currently represents close to 500 companies across 33 countries. www.epic-assoc.com

Augmented Reality Coming to a Cereal Bowl Near You thanks to Balti Virtual, Snapchat, Giant Foods, and the Washington Capitals

Come see the latest in VR/AR at our Global Summit Nov 1-2. See here

Balti Virtual, a full-service AR/VR studio located in Baltimore, Maryland, has teamed up with leading grocery chain Giant Foods and the Washington Capitals to create limited-edition, augmented reality cereal box that will hit store later this month. 

Ovi O’s Slapshot presented by Giant, created by Balti Virtual using Snapchat's Lens Studio, allows customers to scan the box and access an interactive hockey game with the ability to shoot the cereal at moving targets. After time runs out, players can share their scores on social media to compete with friends or scan the box again to keep playing. Information on how to access the game in Snapchat will be released in conjunction with the cereal on Sept. 17.

See the full press release from Giant below. 

Giant Food and Capitals Star Alex Ovechkin To Release Limited Edition Ovi O’s Cereal 

Exclusively available at Giant Food, cereal box features Ovechkin’s trademark smile and supports the Children’s Cancer Foundation, Inc. (CCF)

Landover, Md. (September 4, 2019) – Giant Food, the leading greater Washington D.C. regional grocery chain and official grocery sponsor of the Washington Capitals, today announced a collaboration with Washington Capitals Captain Alex Ovechkin to release a limited-edition Ovi’ O’s cereal.  The honey nut cereal will be available starting Sept. 17, Ovechkin’s birthday, while supplies last.

A portion of proceeds from the sale of Ovi O’s will benefit the Maryland-based Children’s Cancer Foundation, Inc. a non-profit that is committed to funding locally-based researchers, programs and facilities until every child is assured a healthy future.

“Giant Food has been a sponsor of the Washington Capitals for over three years, and like all fans, we have enjoyed the spirit and energy Alex brings to the game and our local community,” said Ira Kress, interim President of Giant Food. “Teaming together for such a fun and healthy product is a win-win for us all. We are proud to offer a delicious breakfast cereal that will also help fund the important work of the Children’s Cancer Foundation.”

The cereal box will be hard to miss for dedicated hockey fans, as Ovi O’s will feature Ovechkin’s toothless smile on the box and will sell for $2.69 for a 12.25 oz. box. In addition, the Capitals teamed up with Balti Virtual to bring the Ovi O’s box to life with an augmented reality game, Ovi O’s Slapshot presented by Giant, using Snapchat's Lens Studio. Customers who have purchased Ovi O’s can scan the box in Snapchat to access this interactive hockey game which gives fans the ability to control Ovechkin as he shoots the cereal at moving targets. After time runs out, players can share their score on social media to compete with friends or scan the box again to keep playing. Information on how to access the game in Snapchat will be released in conjunction with the cereal on Sept. 17.

The cereal is available across all 163 stores in Washington, D.C., Maryland, Virginia, and Delaware. 

“I love cereal and it’s a huge honor to work with Giant to make Ovi O’s and help the Children’s Cancer Foundation support kids and families in the D.C. community,” said Alex Ovechkin.

The launch of Ovi O’s marks one of many community-related initiatives in which Ovechkin is involved. In addition to supporting organizations that grant wishes of sick children, Ovechkin also participates in Ovi’s Crazy 8s. Ovechkin created Ovi’s Crazy 8s in 2006, a program through which he purchases and donates eight Capitals season tickets to Most Valuable Kids and ASHA, allowing fans who normally wouldn’t have access to tickets the opportunity to attend games. He also has a longstanding relationship with the American Special Hockey Association, having hosted ASHA for skating and street hockey events for five consecutive seasons. 

For more details about Giant Food, Ovi O’s cereal, and other ways to help support Children’s Cancer Foundation, Inc., visit giantfood.com or www.childrenscancerfoundation.org.

About Giant Food
Giant Food is headquartered in Landover, Md. and operates 163 supermarkets in Virginia, Maryland, Delaware, and the District of Columbia. Giant Food employs approximately 20,000 associates. Included within the 163 stores are 153 full-service pharmacies. For more information on Giant, visit www.giantfood.com.

About Balti Virtual 

Balti Virtual is a full-service studio focused on building amazing Augmented Reality (AR) and Virtual Reality (VR) experiences for brands, agencies, and institutions. Over the past four years, the Baltimore-based company has worked with forward-thinking partners including Marvel, Hallmark, Under Armour and PayPal. Balti Virtual is a one-stop-shop that solves complex industry problems with expert knowledge of cutting-edge technology. From mobile native AR apps and WebXR to headset-based VR/AR, the BV team excels at creating compelling immersive experiences. Whether it’s marketing or entertainment, education, training or healthcare, Balti Virtual works with industries to create awe-inspiring and out-of-the-box campaigns. With roots dating back to the video game industry of the late 90s and a stellar track record of delivering cutting-edge experiences, Balti Virtual is uniquely positioned to help make virtually any AR/VR dream a reality. For more information, visit www.baltivirtual.com.

Lenovo, Niantic, US Navy, Viacom, Microsoft at the VR/AR Global Summit (Press Release)

1000+ Executives, 120+ Speakers, 80+ Exhibitors


VANCOUVER, BRITISH COLUMBIA (PRWEB) SEPTEMBER 04, 2019

On November 1 & 2, 2019, in Vancouver, Canada, the VR/AR Global Summit will bring together industry frontrunners from around the world to discuss the present and future of immersive technologies. This world-class conference and expo will welcome 1000+ Executives, 120+ Speakers and 70+ Exhibitors from leading companies like Lenovo, Niantic, HTC, Mastercard, Magic Leap, Forbes, US Navy, Amazon, Viacom, Accenture, Microsoft, and so many more.

With over 230 companies active in VR/AR, Vancouver is the 2nd largest immersive ecosystem in the world. “This is the 4th time the show is happening in Vancouver and this year’s Global Summit will have a strong focus on enterprise and AR, as well as on immersive interaction design
— Kris Kolo, Global Executive Director, VRARA

Over two full days, attendees can attend the expo, talks, panels, workshops, investor events, networking and demos that will explore topics like enterprise, training, education, healthcare, automotive, energy, 5G, fitness and sports, location-based entertainment, mobile AR, music and sound, and ethics.

This year’s VR/AR Global Summit is sponsored by Lenovo, Niantic, Viacom, Tourism Vancouver, and the Vancouver Hotel Destination Association and takes place at the newly launched Parq Vancouver, Vancouver’s largest entertainment, casino, and conference destination.

Lenovo will be featuring its recently announced ThinkReality enterprise software and hardware solution, which is designed to help enterprises build, manage and deploy commercial AR/VR solutions at scale. Lenovo is also hosting a developer workshop for enterprise customer developers that will draw a global crowd of Fortune 500 companies and their developers looking to build new innovative solutions.

Niantic, Inc. creates some of today's most popular AR games. But what does the future look like for Niantic and the rest of the AR industry? Ross Finman, Head of AR Strategy at Niantic, will discuss the future of AR; from games to mainstream adoption and beyond.

Viacom's Advanced Advertising Innovation Products team matches and operates emerging tech in support of sales needs. The team helped VR/AR spring to life in Nickelodeon (KCS, KCA, Henry Danger, Loud House), MTV (VMA's Missy Elliot Vanguard), and most recently Comedy Central (Your Brain On Clusterfest). Group lead, Diego J Medina, will be talking about the unique multiplicative quality VR/AR has of voicing IP and audiences through technology.

Tickets are on sale for the Summit. Save 30% on limited discounted tickets by using promo code PR30

For press inquiries or for more information please visit the website at vrarglobalsummit.com


About VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to facilitate collaboration between innovative companies and people in the VR and AR ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies. Over 4000 companies, brands, school and 27,000 professionals are registered with VRARA and 20 committees are working on best practices and guidelines for the industry.

Shortage of Nurses? Immersive Healthcare Learning Experience through 3D Virtual Reality Simulator can Help

See the latest solutions at the VR/AR Global Summit Nov 1-2!

The United States and the Global Market in general are experiencing a shortage in nurses in the coming years. In addition, Universities and institutions look for accurate and more innovative ways to improve their standard of education offered to students. As the healthcare courses require real life practical sessions for assessment and skill evaluations, the conventional education methods are not quite adequate to meet the industrial standards and rising demands.

With the advent of disruptive technologies such as VR and AR, the possibilities of delivering digital course content for professional training are much higher, faster, cost effective and convenient over other training methods.  

VR Simulator

Having long term expertise in interactive application development and innovations in emerging technologies, InApp created a 3D-based seamless virtual reality simulator that is used by the Healthcare universities and institutions to assess and evaluate student’s skills. 

The VR simulator is a web based tool that allows the students to interact with various virtual patients, survey areas with health hazards and different real world scenarios where the students are required to be proactive. The universities can analyze the reports and assess the students based on their reaction time, proactive measures taken to ensure proper care to patients and various other factors that are difficult to be evaluated through a paper-based test.

The nursing students can access this simulator at the comfort of their homes which allows the university to evaluate the candidates on all aspects. The assignments/tasks are placed in various places throughout the virtual world, which needs to be identified by the students and submit reports on the same. For example, say, the students are tasked to examine a patient suffering from malaria. In order to survey the patient’s living area, they can virtually travel to their respective location using the simulator and observe the surroundings for any health hazards which could be a potential cause for the disease and which could even spread to other people living in the neighbourhood. The students are required to report back these observations and the probable cause analysis back at the faculty, which again is done virtually. All these tasks can be performed anywhere at the student’s convenience. 

VR make things much simpler and effective for both the students and faculties. The university can easily customize different tasks for students and create more critical scenarios or create new patient case studies with complex diseases that could improve the competency of the students. Universities and institutions have benefited a lot by the use of VR simulator for providing specialized professional trainings and to examine the student’s skills. There is a tremendous scope for VR and AR technologies for developing digital content and applications for delivering immersive learning experience that can be applied to various industries that adds value in specialized and cost effective trainings. 

More info, download the case study

Contact InApp Information Technologies www.inapp.com or email bijoy@inapp.com

VividQ named top 10 European "wow factor" companies at Deep Tech Summit 2019

Come see the latest at the VR/AR Global Summit Nov 1-2!

VividQ have brought holography findings into the real world. This deep tech makes for optimum AR/VR/MR experiences that are fully scalable. Due to the innovative work, VividQ have been named a top 10 "wow factor" company and invited pitch at October's Deep Tech Summit in London. Read more here http://bit.ly/2zlB4eq

More info: http://vivid-q.com

A Chance to Be Involved In the Largest Training and Simulation Conference in the World in our VRARA Pavilion on Dec 2-6 I/ITSEC 2019 in Orlando

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The VR/AR Association has a unique partnership with I/ITSEC, the world's largest modeling, simulation and training conference. VRARA has set up excellent opportunities for their members who are interested in getting more involved in the government/military sector. Please see the information below with a description on how you can get involved.

Reserve Your Space at the VRARA Pavilion

The VR/AR Association has negotiated a discounted space for companies that don't traditionally do work with the government. If you have a solution that addresses training and simulation within the warfighting, first responder, emergency management, or healthcare sector, this is the conference for you! Join other VRARA members as we culminate to showcase the breadth of our work. If you are interested in learning more about securing booth space at the conference, please contact orlando@thevrara.com

Unlocking AR for Everyone (Niantic Real World Platform)

Come see Niantic present at the VR/AR Global Summit Nov 1-2

Despite the progress in tools and software, and no shortage of ideas, AR is still limited to the earliest of adopters. Niantic is making a big push to establish a development platform to dramatically simplify the ability for any developer – not just major brands – to make immersive and globally scalable AR experiences for mainstream consumers.

Earlier this year, Ross Finman, Head of AR Strategy at Niantic, joined Jason McDowall on the AR Show podcast to discuss the Niantic Real World Platform. The conversation evolves from Ross's humble beginnings on a Llama farm to selling his company to the world's most successful AR game developer. 

The core of the conversation focuses on Niantic’s ambitions in AR that go well beyond creating massively popular games such as Pokemon GO or Harry Potter: Wizards Unite. They discuss the challenges of the AR Cloud and the need to map and understand the real world. They consider the challenges of incorporating private versus public spaces, and some of the impacts Niantic is having on the real world today.

As a bonus, author Kevin Kelly (Welcome to Mirrorworld) asks Ross about the intersection of AR and robotics. Listen to the full interview

Join us at the VR/AR Global Summit 2019 where the conversation continues. There, Ross and Jason will explore what types of experiences may compel mass adoption of AR, the technology gaps remaining to create those experiences, and the challenges of building awareness and adoption.

The VR/AR Association announces appointment of Sheena Fowler to the Board of the Orlando-Central Florida Chapter

The VRARA announces that Sheena Fowler, Vice President of Innovation at the Orlando Economic Partnership has been appointed as an Advisory Board Member of the Orlando-Central Florida Chapter.  In her role as Board Advisor, Ms. Fowler will assist the VR/AR Association to pursue its global mission of fostering connection and education through the use of immersive technologies.

 “Sheena is an experienced leader in terms of fostering innovation and collaboration with organizations across Central Florida.  In this role she will be able to better assist companies in our region looking to get involved in this important and rapidly growing technology area,” says John Cunningham, VRARA Orlando Chapter President.  “The VRARA provides a great platform in which to promote immersive technologies and services developed by companies in Central Florida as well as being a way for global organizations to connect with companies looking to establish a presence here.  This is good for the VRARA, the Orlando Economic Partnership members and the Central Florida Region as we leverage this technology to develop our regional economy.”

According to Ms. Fowler, “The groundbreaking technology that made Orlando “the happiest place on earth,” has fostered the region’s growing technology sector with new developments in virtual reality and augmented reality. As one of the world’s leading Modeling and Simulation markets, it’s important that as a region, Orlando continues to leverage this expertise for VR innovations that impact education, healthcare and more.”

The Orlando-Central Florida Chapter will hold its next chapter event on September 25th 2019 from 6-9pm at the Orlando Science Center.  Speakers will include Dan Ayoub, General Manager of Microsoft Education and Alan Smithson, CEO of MetaVRse.  The event theme will be how immersive technologies are changing education and training. The event is free and open to the public. For more information and to register visit www.thevrara.com/orlando or email orlando@thevrara.com.

Media Contacts

VRARA Orlando Central Florida

John Cunningham

President, Orlando-Central Florida Chapter

orlando@thevrara.com


Orlando Economic Partnership

Laureen Martinez, APR

laureen.martinez@orlando.org

301 E. Pine Street, Suite 900

Orlando, FL 32801

The Brazilian Mission joins other international delegations coming to our VR/AR Global Summit!

The VR/AR Association (VRARA) is proud to present the VR/AR Global Summit to be held in Vancouver, Canada on Nov 1-2, 2019. This is the 4th year of the show in Vancouver!

Vancouver is the 2nd largest VR/AR ecosystem in the world, after Silicon Valley, with over 230 companies working in VR/AR!

The summit will bring together the VR/AR industry from around the globe to discuss topics including education, entertainment, enterprise, healthcare, retail, training, blockchain and more. Featuring keynote addresses, engaging panels, educational workshops, interesting networking opportunities, demos, exhibits, films, product launches and parties, the VR/AR Global Summit will entice and engage you from the moment you arrive.

2019 Summit sponsor include Microsoft, Lenovo, Niantic, Viacom among others, with over 70+ Exhibitors, 120+ Speakers, and 1000+ executives from around the world.

More info and tickets here

Kaon's New VR/AR Marketing Tool to Design Medical Lab of Future

Come see the latest at the VR/AR Global Summit Nov 1-2

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Kaon Interactive, the leading provider of 3D marketing and sales applications for global B2B brands, has released a first-of-its-kind lab configuration tool that will redefine the way enterprise marketing and sales teams demonstrate how complex products can situate in a prospective customer’s lab using VR and AR. 

The Lab Design Tool helps B2B sales teams visualize how their laboratory could be configured to support new workflows, optimize space, improve efficiency, lower operational costs, reduce sample loss and contamination, and more.  In just minutes, this lab plan and design tool enables sales and marketing teams to configure entire customer laboratories, demonstrate future layout evolution, validate proper fit and flow, and immediately immerse users in their newly designed labs. After the laboratory is designed, it is immediately available to experience in engaging 3D. Then using an AR-compatible tablet, you literally can walk through your new lab or even jump inside with a Kaon VR station.

Kaon LDT empowers multiple constituents within the laboratory ecosystem to visualize complex instruments, equipment and workflows in a "virtual" layout, prior to purchasing equipment or committing to construction plans.

Designing a Lab of the Future
Expanding its digital transformation solutions for life science brands, the Kaon Laboratory Design Tool (LDT) is the newest addition to the portfolio of solutions built on the Kaon High Velocity Marketing Platform®. Users start configuring their lab either by free-drawing a layout themselves or selecting from pre-defined labs that meet their specific business needs. Once a floorplan has been selected or created, instruments and furnishings may be added from a library of objects, using a simple drag-and-drop action. These 2D floor plans instantly become 3D immersive and interactive experiences at the touch of a button.

The Kaon LDT is customizable to allow data-driven product and workflow suggestions for unique laboratory layouts, revealing differentiated value through calculated impact such as assay volume, energy and space requirements, and even staffing modifications. It also helps demonstrate future layout evolutions by supporting comparisons between existing and new workflows, validating proper fit and flow, optimizing space, improving efficiency, lowering operational costs, reducing sample loss contamination, and more.

Immediately Visualize and Experience Your Lab
In just minutes, the LDT enables laboratory managers, instrument sales and marketing teams, and lab scientists to configure entire laboratories and immediately immerse users in a newly designed lab. To achieve this, the Kaon LDT offers three powerful ways to visualize and experience a new, engaging, 3D, interactive laboratory layout: interactive 3D, untethered Virtual Reality (VR) and scalable Augmented Reality (AR) with real-time 3D object placement (instruments, consumables, chairs, workstations, windows, doors, pipette drying racks, sinks, etc.).

[Video] View the power of the Kaon Laboratory Design Tool (as demonstrated by a Kaon customer:

"Visual interactive applications are the next phase in digital transformation for B2B enterprises," said Gavin Finn, CEO & President of Kaon Interactive. "Technologies such as interactive 3D product and environment models, virtual reality, and augmented reality all offer enterprise teams, including marketing and sales, invaluable tools (beyond traditional digital marketing) to create uniquely memorable experiences. After successful global deployments by leading life science companies, Kaon's newly launched Laboratory Design Tool has delivered on this vision – offering companies the opportunity to share newly configured labs with other internal stakeholders, to gain consensus buy-in on floorplans, equipment purchases, workflow efficiencies and more."

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

8th Wall Unveils Release 12 for WebAR with endless Image Targets, a PlayCanvas integration, new launch controls and more!

Come see the latest in Augmented Reality at the VR/AR Global Summit Nov 1-2

Hold onto your keyboards, 8th Wall is rolling out some new features that are going to improve the way you build with WebAR.

Extended Image Target Support

Up to 1,000 Image Targets

If you’ve ever had a hankering for uploading outrageous amounts of image targets to a single WebAR project, now you can! With 8th Wall’s latest release you can upload trigger images to your heart’s content. Not only that, but your WebAR project can also scan for up to 10 of those images simultaneously.

That means that you can build one app with a thousand image targets all while within the same WebAR experience. Go wild.

8th Wall image targets have the ability to work in tandem with our SLAM engine, giving you the flexibility to design experiences that interact with image targets as well as the physical space around you.

Front-Facing Camera for Image Target Detection 🤳

You can also now use your front-facing camera to recognize image targets, allowing you to design a WebAR experience that triggers AR activations while in selfie mode.

PlayCanvas Integration

We’re pleased to announce that we now support an integration with the web-based game engine, PlayCanvas. Build a WebAR experience using the PlayCanvas Editor, add 8th Wall to your project, then publish to the mobile web. Get started with a sample project here.

New Self-Serve Launch Controls

If you have an Agency or Business account, you can now launch your own WebAR campaign without having to talk to us first! And, you can schedule the end date of that campaign directly in the Console. Here’s how it works:

Creating a New Commercial WebAR Project

  1. From the Dashboard, click “Create a new project”

  2. Name your web app, then select Commercial to purchase a Develop License

  3. If you have a custom commercial use agreement with us, that will appear in your account (otherwise, a standard 8th Wall commercial use agreement will display.) Click “Accept” and proceed to checkout.

Launching Your Commercial WebAR Project

  1. Within your web app in the Dashboard, click on “Promote to” next to Develop (if you’ve already purchased the Develop License.)

  2. Promote the project to Launch.

  3. Select your desired Launch License and proceed to checkout.

Scheduling Your Commercial WebAR Project

Within your web app in the Dashboard, under Campaign Duration, select either “Ongoing” or “Schedule an end date and time.” You can always edit the campaign end date if you’d like to extend it or end it sooner. When your campaign ends, it will automatically route to the Redirect URL you’ve provided.

Try It Now

These features and fixes will update automatically ✨ View a full list of Release 12 updates here.

More speakers added to the VR/AR Global Summit's 100+ Speakers lineup from Siemens, Sector 5 Digital, Telenav , YUR Fit

See all speakers and get tickets here

Speaker topics include content creation, education, entertainment, enterprise, healthcare, investment, storytelling, training, and much more.

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. More info here vrarglobalsummit.com

VRSim Launches New Virtual Reality Tool For Faster, More Effective Commercial Painting

Unveiling SimSpray® 3.0, VRSim releases an improved edition of their innovative tool; bringing safer, and more intuitive training for the coatings industry

Come see the latest in VR and Training at the VR/AR Global Summit Nov 1-2

East Hartford, Conn., August 13, 2019 – VRSim, Inc., an innovator in commercial training, is pleased to announce SimSpray 3.0, the next generation of their renowned virtual reality paint training tool, which uses HTC’s VIVE Pro HMD and VIVE Trackers. SimSpray’s redesign offers a more intuitive and true-to-life user experience by featuring enhanced visuals, trainee feedback, and the ability to simulate larger work environments. The HTC VIVE Pro enhanced optics and visuals provides SimSpray with the most accurate visuals to provide a realistic and immersive experience. Based on years of research, customer feedback, and insight from industry experts, SimSpray delivers a training system that lowers costs and provides faster, safer, and more efficient training.

“SimSpray 3.0 is the next evolution in virtual skills training. Through immersive learning, instant feedback, and performance analytics, students are able to train in a more efficient manner that isn’t possible with real-life training,” said Matthew Wallace, CEO and President of VRSim. ”We’re thrilled to offer this solution to our customers and the industry as the most advanced training simulation we have made to date.”

As the leading training tool for the paint and coating industry, SimSpray uses virtual reality to create engaging and educational simulations. The VR experience improves the learning process with tools that boost training productivity and immediate feedback and analytics that aren’t available in typical training scenarios. SimSpray’s tools and feedback include easy to understand performance reports, live scoring, and kinesthetic cues. This cutting-edge tool provides trainers and trainees with the ability to practice, analyze key metrics, diagnose flaws, and improve their skills in a single training session. SimSpray acts as a force multiplier for training by distilling the training experience into concise, repeatable exercises with aggressive feedback, and intuitive performance insights.

“SimSpray is the most effective tool on the market, so we’re thrilled to implement the newest version, SimSpray 3.0. Our Directors of Training have used SimSpray to recruit and train the next generation of  International Union of Painters and Allied Trades (IUPAT) apprentices since 2009,” says Anton Ruesing, Director of the International Finishing Trades Institute (IFTI).

Mike Komaromi, Director of Training for the Finishing Trades Institute of Southern New England looks forward to using SimSpray 3.0 in his Connecticut facilities. “SimSpray is a valuable tool that lets our trainees start learning on day one. The paint looks and feels real. The new design of the system make SimSpray a more capable and user-friendly tool for us.”

SimSpray 3.0 features:

  • The premium HTC VIVE Pro HMD with true-to-life precise tracking and a large training space to support the virtualization of larger parts and training spaces

  • Visual updates for paint finishes and defects for more realistic paint application and improved immersion

  • Re-designed user-experience with intuitive features and streamlined equipment setup

  • Weighted spray gun for added realism and kinesthetic training, featuring the same functional nozzle, trigger, and dials on previous spray gun versions

  • More user-control options, including in-sim controls to give trainees better access to project controls and analysis without removing the HMD

  • Customizable return-on-investment reports for clear, personalized time and cost savings

VR training provides safe, cost-effective training options for time-intensive, high-risk, or high-cost experiences. SimSpray’s ease-of-use and minimal setup requirements make it easy to capitalize on VRSim’s research, insights, and experience with innovative technology by offering rapid deployment, mobility, and accessibility. SimSpray is the most efficient virtual reality training tool designed for painters and coaters, offering numerous benefits for international education and industry organizations. First released in 2011, VRSim continues to improve SimSpray with additional processes, parts, training content, and software and hardware updates.

For more information about SimSpray products and training capabilities visit: https://www.simspray.net/


About VRSim:

VRSim is an architect of interactive training tools for skilled trades. VRSim reimagines industry tools for skilled trades training, including welding, spray painting, construction, manufacturing, and robotics. VRSim’s products are used in training and education programs for high schools and technical colleges, vocational training programs, workforce development initiatives, and global leaders, including The Boeing Company, American Honda Motor Company, Fiat Chrysler Automobiles, Caterpillar, Daimler, Saint Gobain, the International Union of Painters and Allied Trades (IUPAT), the U.S. Department of Defense, and the U.S. Navy. For more information, please visit https://vrsim.com/.

VRSim Contact:

Sara Blackstock

VRSim, Inc.

860-893-0080x226

sara.blackstock@vrsim.net

Meet VRSim at the VR/AR Global Summit Nov 1-2!

See the Brands, Vendors, Organizations, Schools, and Media participating at the VR/AR Global Summit Nov 1-2 in Vancouver (sample list)

More info and tickets here

The VR/AR Global Summit returns to Vancouver, Canada on Nov 1-2, 2019

The summit will bring together the VR/AR industry from around the globe to discuss topics including education, entertainment, enterprise, healthcare, retail, training, blockchain and more. Featuring keynote addresses, engaging panels, educational workshops, interesting networking opportunities, demos, exhibits, films, product launches and parties, the VR/AR Global Summit will entice and engage you from the moment you arrive.

Pico Interactive and LIVR bring the world’s first VR streaming service for theatre and the performing arts

Attend the VR/AR Global Summit Nov 1-2 to see the latest from Pico Interactive and other VR providers!

Wandsworth Council has teamed up with LIVR - the world’s first VR streaming service for theatre and the performing arts - and VR headset maker, Pico Interactive, to offer Nine Elms residents exclusive access to their very own on-site virtual theatre.

The first-of-its-kind pilot programme will see an eight-seater virtual reality theatre experience installed at the R.O.S.E. Community Centre on the Savona Estate in Battersea this autumn. The initiative will utilize the LIVR platform to make theatre more accessible; increasing local residents’ engagement with performing arts. 

Using standalone Pico headsets, visitors to the centre will be able to get access to content from the LIVR library where they can experience great live performances on-demand in stunning 360° VR - completely free of charge.

The extensive content library will feature new works from emerging artists and critically acclaimed productions, performed in theatres, festivals and unique spaces across London and around the country. The fully immersive viewing experience will transport users into the front row to enjoy the performances as if they were sitting in the audience at the live shows. 

I’m thrilled that theatre shows are coming direct to local residents through this incredible virtual reality experience. As arts and culture grows in Nine Elms, it’s fantastic that we can bring performing arts into the heart of the community and I hope as many Nine Elms residents as possible sign up to put a headset on and watch a performance.
— Councillor Steffi Sutters, Wandsworth Council’s Cabinet member for Community Services and Open Spaces
We’re really looking forward to starting regular VR viewing nights, which, alongside our new Community Theatre Tickets scheme in partnership with Battersea Arts Centre and Theatre 503, will offer residents plenty of affordable ways to enjoy live theatre this autumn.
The opportunity to participate in ventures like this and align ourselves with pioneers in the VR space is part of our DNA at Pico Interactive. We build hardware and offer an unparalleled level of service with the goal of helping our partners reach their visionary goals. This is an exciting time in Virtual Reality where people can be transported into unique worlds or experience live content as if they were there, that perhaps, they wouldn’t have an opportunity to do so otherwise.
— Leland Hedges, Commercial Director, Pico Interactive, EMEA

The experience was successfully trialed at the recent Nine Elms Happy Streets festival, and it will begin operating on a weekly basis from Wednesday, 25 September. It will be open to local residents of all ages and is part of Nine Elms' wider cultural strategy aimed at increasing the community's access to, and engagement with, the arts through an ongoing programme of events and initiatives. 


For more info contact Logan Parr logan@pico-interactive.com


About Nine Elms

Nine Elms has always been a critical part of London’s landscape. Its past is one of commerce and industry, its future is of enterprise, art, culture and living. The Vauxhall Nine Elms and Battersea ‘opportunity area’ sits between Chelsea and Lambeth bridges, including Vauxhall & the Albert Embankment to the east and Battersea Power Station to the west.  

The area is being regenerated by two London councils working together; Wandsworth and Lambeth. The development programme is extensive, including a two-station extension of the Northern Line, new parks and schools, and new access to the Thames River Path.  Development partners are building homes, the new US Embassy, a brand New Covent Garden Market, business premises, shops and spaces for cultural exchange.  

Over 25,000 jobs are being created across the opportunity area, which offers over 6.5m sq ft of commercial space and high-quality locations to accommodate new and existing businesses.

The vision is a long-term one; to transform one of the capital’s last remaining industrial districts into an amazing place for Londoners old and new to call home. Today’s reality is an exciting one; new spaces and places coming to life every day.