Douglas Forbes appointed Co-Chair of our VRARA Automotive Committee

We are thrilled to appoint Douglas Forbes as Co-Chair for our VRARA Automotive Committee. Douglas is passionate about educating customers about Augmented Reality, how how it can help them and ultimately save them money and time. He is currently the Solutions Consultant at Rockwell Automation and is AR to help End Users and OEM's increase their training effectiveness and reduce on-boarding time. He also helps bring data from operations and make it easy for customers to make better more informed decisions.

Douglas comes from a systems and mechanical engineering background with experience in automotive, pharmaceutical, and medical device industries. He is a graduate of NJIT.

I am looking forward to how I can help grown the Automotive Committee at VRARA, and take on the challenges of bringing together industry leading thought-leaders, as well as keep the community up on the current Technologies that are forever changing.
— Douglas Forbes

Call for Speakers and Sponsors for our VRARA Education Forum

Our virtual forum will bring together educators from schools around the world, and vendors who are leading in immersive EdTech.

In our last virtual forum, we had participation from HP, Lenovo, Stanford, UCF, Ithaca College, Bangkok Prep School, Iowa State University, Lethbridge College, University of Michigan, Georgian College, IIIT India, OSF Saint Francis Medical Center, American College of Chest Physicians, UCAM Spain, among others.

Apply to Speak and Sponsor on event website

Register for event here

Vanessa Mullin appointed as Co-Chair of our VRARA Metaverse Committee

I’m excited to help in co-chairing the committee and ensure we commit to building a community of like-minded individuals driving to collaborate, build best practices and learn from each other. We are at the beginning of a very exciting technical revolution, and I look forward to being a part of the, and helping to guide, the conversation.
— Vanessa Mullin

Vanessa works as European Business Development Lead for Didimo, a company building a platform to bring Digital Humans to the Metaverse. She has an extensive background in sales, but the core of her skillset comes in connecting great technology with great people, helping to bring ideas to life. Her experience at Unity within both the Gaming and Media and Entertainment verticals allowed for quick upskilling and networking, helping to connect the dots and ensure all the weird and wonderful projects creators believed in, became a reality. Moving to Didimo, she has honed in on thought leadership and driving forward the areas which matter most to her; all which intersect in the metaverse!

Over the last 4 years she has watched the tech landscape shapeshift, and the last few months have pushed the 'metaverse' to top of everyone's list of hot topics, despite no one really knowing just yet what it means.

Attend our METAVERSE 2.0 virtual event on March 9-10 https://hopin.com/events/metaverse-2-0

Josh Gertz appointed as Co-Chair of VRARA Enterprise Committee

We are thrilled to have Josh Gertz help lead our Enterprise Committee.

Josh has lead sales teams on the cutting edge of technology for the last 30 years.  Today his team at TeamViewer is pushing the boundaries of what’s possible with wearable technology and augmented reality. 

When not working you can find him chasing after 3 kids or tending to one of his bbq smokers.

Tess McKinney of UN Medical Center appointed as VRARA Healthcare Committee Co-Chair

We are thrilled to have Tess McKinney join our Healthcare Committee as a Co-Chair.

Tess McKinney is currently serving as the Instructional Technologist II supporting VR, AR, XR in Education for the University of Nebraska Medical Center, Global Center for Health Security (NICS). Tess is also working with the UNL College of Computer Science and Engineering, UNMC College of Public Health, and UNMC College of Nursing on a project supporting Agriculture/Farm equipment (Rollover Ranch) safety utilizing Virtual Reality for K-12 students. She formerly served as Enterprise AV Technologist for the University of Nebraska Medical Center College of Nursing: Lincoln Campus.

The Cool Kids group, led by Tess, is a gathering of professionals from Nebraska with a variety of disciplines who all have some interest or hand in creating immersive media. Tess also is the Nebraska VR Network for Education & Research (NeVRNER) Co- leader/outreach coordinator and serves on other organizations and committees in her community.

I am very excited to co-chair the Healthcare Committee for the VRARA Community. I look forward to sharing my expertise in Virtual and Augmented Reality and Innovation with the Healthcare sector. I love to network, and I hope to influence & bring together the renegades, pioneers, and educators by introducing new and upcoming innovations by top vendors in our monthly meetings. I am all about sharing as much information as I can, and helping people connect to achieve their goals. Hope everyone can join us in the VRARA Healthcare Forums. 
— Tess McKinney

Sarah Ennis of Intergalactic and Fortune 50 Advisor, appointed as Co-Chair for our Retail Committee

We are thrilled to welcome Sarah Ennis as Co-Chair of our Retail Committee. Sarah is a trusted advisor to key decision makers of Fortune 50 companies in the area of innovation with custom advanced technology. She started her career in management consulting with major consulting firms over a decade ago and in the past few years she has led innovation and strategic partnerships for companies such as FF Advanced Technology Group (now Unity Technology) and Intergalactic Agency. In this capacity, she helps her clients stay relevant and leverage high ROI advanced technology such as AR/VR to solve key business problems. In the retail space, Sarah is trusted by clients such as lululemon and Kroger and partners such as Microsoft, KPMG, Lenovo, and Ogilvy. Sarah is a Sauder MBA alumni and often invited to panels to speak about the impact of AR/VR in the future of various industries.

I’m excited to work with the VRARA retail community as a key evangelist and content contributor. My vision is to start a meaningful foundry series on retail industry trends where SMEs from retail and tech industries contribute insights and share knowledge about the latest high ROI use cases of VR/AR and the future trends for retailers to be aware of in order to stay relevant.
— Sarah Ennis, Intergalactic Agency

Aaron Pulkka appointed as Co-Chair of VR/AR Association Location-Based Entertainment (LBE) Industry Committee

We are excited to have Aaron Pulkka help lead our Location-Based Entertainment (LBE/LBVR) Industry Committee.

Aaron is an interactive entertainment design and production leader with over 25 years of experience with emerging tech, including roles at Walt Disney Imagineering, Sony, Activision, and Two Bit Circus.

He began working on VR/AR at the University of Washington Human Interface Technology Laboratory, where he earned a master's degree in Computer Science & Engineering, before starting his professional career at Imagineering as a Show Designer creating groundbreaking XR attractions for DisneyQuest. Since then Aaron has worked on a wide variety of home and out-of-home entertainment projects for companies large and small, including independently producing award-winning spatial computing apps for Google Tango and Microsoft HoloLens and serving as Head of Attractions for the Two Bit Circus micro-amusement park.

Currently, he works as a freelance consultant and is a passionate speaker on the topics of VR/AR/XR, location-based entertainment, blockchain gaming, and interactive storytelling.

The out-of-home entertainment industry is in the process of bouncing back stronger than ever, after shutting down due to the Covid-19 pandemic. While consumer expectations have increased, so has the demand for transformative social experiences. As Co-Chair of the LBE committee, I am looking forward to collaborating with VR/AR developers and location operators throughout the VRARA community to help each other through this challenging yet exciting time.
— Aaron Pulkka

The VR/AR Association welcomes Mark Silverman of the International Committee of the Red Cross as Chair for our VR for Good Committee

We are thrilled to welcome Mark Silverman as the chair for our VR for Good committee.

Mark is an advisor to the ICRC’s Director of Digital Transformation and Data (DTD), based in Palo Alto, California USA. In this capacity, he is establishing the ICRC’s presence in Silicon Valley. Previously, Mark served as Deputy Head of the ICRC’s Delegation in Myanmar, helping oversee operations providing protection and assistance to people affected by conflict and violence, and which comprised a budget of $34 million, 500 staff and 10 offices throughout the country. 

Before that, Mark was Deputy Head of the ICRC’s Regional Delegation for the United States and Canada, helping oversee detention activities in Guantanamo Bay, maintaining and developing relationships with the US Government and Congress and cooperation with the American and Canadian Red Cross Societies. He has been with the ICRC since 2007, working as a field delegate in Uganda and the Public and Congressional Affairs Coordinator in Washington. 

Before starting with the ICRC, Mark served as Military and Foreign Policy Advisor for Senator Lincoln Chafee of Rhode Island, then Chairman of the Subcommittee on Near Eastern and South Asian Affairs of the Senate Committee on Foreign Relations. He began working for Senator Lincoln Chafee in 1999, following service in the office of Senator John Chafee. 

Mark received his Bachelor of Business Administration with a concentration in Finance from the George Washington University and his MA in Development Studies from Brown University.

The International Committee of the Red Cross (ICRC) is invested in how to responsibly use digital technologies, including how to effectively use them to support communities experiencing conflict and violence, and how to prevent and/or mitigate the risks that technologies can bring with them.

With regard to VR/AR, we have developed a hub in Bangkok which has developed tools for both training (for instance for Red Cross staff) and for behavior change (for instance, by building empathy for those living through war).

We see both the potential and risks that VR/AR may have in situations of armed conflict. It is for this reason that I am excited to join the VR for Good Committee as a co-chair: to learn from others, share the ICRC’s experience, and to be part of a global discussion to harness the good, and prevent the harm, that VR/AR technologies may create in fragile settings.
— Mark Silverman, International Committee of the Red Cross

Congrats to our Pitch Competition Winner: Perception Codes, makers of the Holo-SDK!

Hosted by our VRARA Entrepreneurship and Venture Financing Committee, the winner of our Pitch Competition is Perception Codes!

Perception Codes is a deep tech company specializing in Desktop Augmented Reality (Desktop AR). Desktop AR is a technology, which enables your everyday 2D computers to display 3D contents with more realistic and immersive effects for users.

Come see Perception Codes present at our VR/AR Global Summit ONLINE Sept 29-Oct 1!

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Alex Grady of Unity appointed Co-Chair of our Education Committee

We are thrilled to have Alex Grady of Unity join our thought-leadership team and co-chair our Education Committee.

Join our weekly Online Meets here!

Alex is a Senior Program Manager at Unity technologies, supporting schools to quickly start or expand innovative real-time 3D programs and help faculty to learn and teach real-time 3D development. Prior to Unity, he has worked as a classroom educator, curriculum developer, and learning experience designer. 

I’m optimistic about the potential of XR technologies to address some of the issues in education and, as co-chair, I look forward to supporting and championing creators in the field who aim to make learning more meaningful, motivating, equitable, and inclusive. 
— Alex Grady, Unity

New VRARA Storytelling Report - featuring best immersive tech companies and studios

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Foreword By VRARA Storytelling Chair, Chris Pfaff

The immersive storytelling industry sector is growing exponentially, as creation engines and game engines are improved to enable rapid immersive content development and delivery. Producers have utilized the COVID-19 pandemic to broaden XR experiences in areas such as virtual theatre (e.g., ‘FindingPandoraX’), gamified live content (e.g., concerts in Roblox, Fortnite and League of Legends), and virtual location-based entertainment (LBE) (e.g., Metropolitan Museum, Krasner-Pollock House).

The entire immersive industry is essentially an exercise in “storytelling,” as virtual experiences deliver a grammar and a narrative structure for educating, informing, and entertaining users/customers/ spectators/fans in new ways. The immersive storytelling industry is now poised to become a larger part of communications and advertising, edutainment, and enterprise collaboration.

What were once utilitarian platforms for enterprise and industrial applications are now broadened to gameplay, requiring skill sets that are far beyond optical networking, GPU design, or display configurations.

Now, immersive storytelling embodies technologists who are as skilled inCAD/CAM,Unreal Engine/Unity, and Blender/Maya as they are in light field optics and field array components.

This report details companies that embody production, story creation, post-production, trans-media, game development, branded content, advertising and communications, and a host of technical areas that enable the new world of storytelling across the broad immersive spectrum.

Also, we invite you to join our weekly Online Meets with guest presenters & live discussions to help you grow your connections, knowledge, and your business.

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ICRC joins the VR/AR Associaiton and Melissa Kiehl will Co-Chair our VR for Good Committee

We are thrilled to have Melissa Kiehl co-chair our VR for Good Committee!

Melissa has spent more than 15 years in the humanitarian sector working in program management, resource mobilization, communications and project evaluation with NGOs and UN agencies in Colombia, Ethiopia, Georgia, Liberia, Pakistan, Sri Lanka and Thailand. She is currently working with the International Committee of the Red Cross (ICRC) which has developed an internal VR development team to create and disseminate virtual environments specific to humanitarian work.

As part of the ICRC Innovation team, Melissa serves as an advisor in the areas of Extended Reality and Strategic Foresight.

I am delighted to join this team and this endeavor. I feel there is so much we can explore and develop in immersive environments and I am excited to see what the future can bring through VR For Good.
— Melissa Kiehl, International Committee of the Red Cross

 

Call for Sponsors: Pitch Competition for Entrepreneurs

Our VRARA Entrepreneurship and Venture Financing Committee is organizing a Pitch Competition for Entrepreneurs and we are seeking sponsors for a cash prize for the winning pitch/Entrepreneur!

If interested to sponsor, email info@thevrara.com asap

Also, our next Online Meet is July 13th. The topic will be "How to build a pitch deck" and we will announce and open up the application for the pitch competition.

Download our new Whitepaper, VR/AR in the Energy Sector authored by industry experts

This publications was produced by our Energy Committee.

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Authors & Contributors:

  • Mr. Suhas P Bhagwat, Avroglide Consultants

  • Mr. David Moreno, Virtualware

  • Mr. Walter Davis, Aggreko

  • Ms. Sophia Moshasha, VRARA Washington DC Chapter

  • Mr. Ray Deatherage, GTI

  • Mr. Eduardo Neeter, FactualVR

  • Mr. Nick McKee, Cyan Stone Innovation

  • Mr. Tim Allen, Oberon Technologies, Inc.

This white paper is broken into the following parts:

  • Introduction

  • Basic Elements and Features of VR and AR technologies and devices for VR and AR

  • Relevance of VR AR for Energy Sector

  • Typical Applications of VR AR in various functions in the Energy Value Chain

  • Sample Use Cases for Energy Sector

  • Concluding Remarks

The global energy mix is comprised of Oil, Gas (which also includes liquefied natural gas ie LNG), Coal, Nuclear, Renewable energy (such as Wind, Solar, Hydropower, Biomass, Geothermal, Ocean Waves etc), and Electricity sectors. During the mid 2010s fossil fuels (namely Coal, Oil and Gas) accounted for 82 percent of global primary energy. This percent number is targeted to decline, with large growth in the nuclear and renewable energy sectors (especially wind and solar energy) although the fossil fuels are expected to remain a primary source over the next 20 years. However, due to the current pandemic that hit the world early 2020, the projections are sure to undergo a change.

Energy is the lifeline of everything that happens in the world and this sector is one of the most important components of the Global Economy. The combined business that is conducted globally in the entire value chain of this sector is in multiples of Trillions of dollars and it engages several million personnel worldwide. The Energy sector covers all the stakeholders in its entire value chain such as the Energy organizations (Oil & Gas production units, Refineries, Thermal Power Plants, Nuclear Power Plants, Wind Power Farms, Solar Power Plants, Power Transmission & Distribution Systems etc), Energy Technology / Process Licensors, Engineering organizations, EPC organizations, Manufacturers and Fabricators, Construction companies, Mining Companies (for Coal) as well as several service providers covering HSE, logistics, inspection and other services.

Therefore, as far as Energy as the VRARA Energy community is concerned, the Demand side of VR AR value chain covers all the VRARA members representing the stakeholder organizations in the Energy sector as above. The VR AR Supply side for VRARA Energy community on the other hand covers Digital Technology Creators, VR AR Hardware Manufacturers and VR AR Solutions providers & Content creators with experience in applications for the Energy Sector.


Thank you to our Sponsor!

Oberon Technologies is a leading provider of innovative interactive training solutions, leveraging virtual reality technologies coupled with state-of-the-art information delivery for environments where safety, security, or efficient cost of delivery is critical. More at www.oberontech.com 

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VRARA Enterprise Forum 2021 – Round Up by John Woods

By John Woods

The VRARA Enterprise Forum revealed some exciting updates for the VR/AR for enterprise space, with industry leaders Varjo, Lenovo, and Microsoft sharing essential news and insights for 2021 and beyond.

Throughout the event, more than 600 executives from automotive, aerospace, construction, energy, healthcare, manufacturing, transportation, and other sectors came together to hear the latest news from global brands leading the VR/AR for enterprise space.

Here are some of the critical updates we gathered from the event.

Varjo Talk Product Design With Mixed Reality

Leading hardware developers, Varjo, started the event with a keynote on the new age of product design with collaborative mixed reality.

Alongside a detailed look at all the latest features of the next-generation of its flagship XR-3 and VR-3 headsets, Head of Design and Research at Varjo, Hannah Nilson, explained how mixed reality is transforming the way businesses engage with customers in 2021 and beyond.

One feature of particular interest discussed during the event was the powerful Varjo Eye-tracking capabilities that enhance consumer research by giving detailed real-time analytics of customer experience in virtual or mixed reality stores based on their point of vision.

With this eye-tracking tool, Varjo tells us that businesses can now monitor and report on valuable metrics based on how customers view their products and what part of the product design best drives conversions.

Lenovo Discuss ThinkReality A3 Release

Lenovo also had some exciting updates to share regarding the upcoming release of its new ThinkReality A3 enterprise-grade augmented reality smart glasses.

While we still have no confirmed price or release date, the Hardware Product Manager of Commercial AR/VR at Lenovo, Mike Lohse, told us the company is currently putting the final touches on its device ahead of the forecasted launch in Q2 2021.

Some of the final touches Lohse mentioned during the keynote included better drop impact protection on the A3 Industrial Edition and the possible inclusion of a second battery pack and software optimization to reduce battery consumption.

He also mentioned that while the ThinkReality A3 currently offers mobile support for Motorola handsets alone, the company is looking to expand its offering to other mobile developers in the future.  

Microsoft Demonstrates Value of Enterprise MR 

Following on from their Microsoft HoloLens Forum and Microsoft Ignite events earlier this year, Microsoft sent Azure Mixed Reality Lead for Microsoft Canada, Sean Graglia, to the VRAR Enterprise Forum to discuss the accelerating value of enterprise MR.

During his keynote, Graglia explained how mixed reality is transforming enterprises across the spectrum, from remote collaboration and training through to sales assistance, design, and prototyping.

According to sources mentioned during the presentations, global spending on mixed reality is expected to reach an astonishing USD 160 billion by 2023, with 87% of large companies already exploring, piloting, or deploying the technology today.

Garcias also added that at least one-third of enterprises would support mixed reality experience platforms, including augmented reality, by 2021, proving how quickly adoption of VR/AR tech is already spreading through the world of big business.


Source

The VR/AR Association publishes the Defense and Intelligence Report featuring over 55 companies

Thank you to our Sponsors Virtual Heroes (ARA) and Dynepic !

Participate in our VR/AR Global Summits in June and Sept/Oct

Attend our Defense Committee online meets!

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Given the world’s current pandemic situation with the need for preparedness in a socially distanced world, it is imperative for our Defense and Intelligence community to have the tools to be able to deploy true-scale situational awareness, training and simulations at the time of need.

Our goal was to provide an in-depth report of immersive technology companies currently doing work in Defense & Intelligence that are able to meet the growing demands of M&S, visualization, collaboration, training solutions and beyond.

Foreword by Virtual Heroes, a Division of ARA

Distance. The pandemic has made this the norm.

We’re social distancing. In-person meetings have been cancelled. The progression of innovation has been challenged without opportunities to sit in a room together and bounce around ideas.

What about distance learning? In the defense industry at least, remote training isn’t new. It has seen an evolution over the years; fading away are the sleep-inducing PowerPoint-based training classes of yesteryear to make way for engaging, input-driven, immersive learning environments.

Training in a virtual environment provides improved context and reference to training activities, versus text-based, multiple-choice, or 2D approaches. The opportunity for learners to familiarize themselves with the spatial elements of an operational environment is crucial. By rendering a full 3D environment in a realtime, high-fidelity game engine technology like the Unreal Engine 4, the learner has the ability to understand not only the required steps for various procedures, but also the relative locations or positions they must move to for successful task completion. This avoids artificial transitions or cuts from one task to the next, which could disorient or cause the learner to lose the context of the training scenario.

To improve Warfighter training, the military has adopted scenario based immersive training environments, which emulate gameplay of popular console games. One such software trainer is ARA’s Post Attack Reconnaissance (PAR) course for the US Air Force. PAR trains and certifies US Airmen in what to do in the event of a chemical, biological, nuclear, radiological or explosive attack on an air base. The course aims to identify the purpose of PAR teams, understand the policies and directives governing them, know-how PAR teams fit in to the incident command structure, and be fully aware of their roles and responsibilities as PAR team members.

The immersive training environment features a responsive 3D setting that simulates conventional and chemical attacks in pre and post-attack missions. We are privileged to have worked on this project.

We are honored to support this Defense Forum report and to work alongside all of these exceptionally gifted, visionary companies in solving our Warfighters’ challenges today. As serious games specialists, our goal is to lead virtual learning into the future. We believe training should be easily accessed, experienced, and customized, for end-users, administrators, and trainers.

Training should scale from single player individualized sessions to instructor-led classes with a broad base of users. Trainees must be able to access content on-demand, 24/7 from a web browser, mobile device, or lightweight training station, regardless of their location. To address performance and bandwidth constraints, training platforms should endeavor to run on “trailing-edge” computer systems, with low network bandwidth and user hardware requirements. Data-driven architectures should enable administrators to create, modify, and remove in-game content quickly and easily. Technologies should integrate easily into learning management systems and web portals providing customized access to training content.

A key element in advancing training technologies is seamless integration of team-based training on top of individual scenarios. By supporting remote learner collaboration, including voice communication and visualization/recognition of every learner in the virtual space, significant immersive virtual training experiences will expand across a much wider domain of learning scenarios.

When expanding this experience to a fully-immersive 3D virtual head-mounted display approach, true Virtual Reality is achieved and the learner experiences a greatly increased opportunity to focus on their tasks at hand. Continuing to blend virtual and live training environments through intelligent combinations of VR and AR technologies will enable us to solve ever more challenging problems for the Warfighter for years to come.

In this time of global uncertainty, let us continue our mission to serve the defense community, delivering solutions that accomplish their objectives and lead to more exciting new possibilities. Stay safe. Happy innovating, even if from a distance.

Randy Brown

ARA VP and Virtual Heroes Division Manager (Virtual Heroes is a Division of ARA)

Foreword by Dynepic, Inc.

“The US will be investing as much as $11B USD by 2022 intoVR/AR training systems, and becoming a primary focus of military innovation.”

Those in the M&S community supportingWarfighters in the US Military with training and operational solutions have witnessed some major shifts in the needs of theDoDover the past few years; the Covid-19 global pandemic has only accelerated these needs.

The first is a shift from legacy technology that is outdated, expensive, immobile, and requires extensive time and funding to maintain, to the need for lighter, more agile technology that can be easily updated to remain relevant and deployed where and when the Warfighter needs it at a lower cost. This is whereVR/AR technology comes into play and we have seen the increase in these technologies present in conferences in recent years.

These condshift is from the need for proprietary do-all platforms and programs, developed and run by a single defense contractor, to modern training systems with an ecosystem"toolbox" that the DoD can choose from, made of common building blocks that can integrate with each other into a modular, open systems architecture (MOSA). This openly innovative, collaborative VR/AR training ecosystem requires a secure, digital infrastructure with open APIs/SDK that supports collaboration between companies as well as with the DoD to ensure these systems and the ecosystem as a whole are agile enough to adapt to the DoD’s evolving requirements. This need has been top of mind for DoD leaders and is echoed in recent US Military strategic documents.

The U.S. Air Force must work differently with other Department of Defense stakeholders, Congress, and traditional and emerging industry partners to streamline processes and incentivize intelligent risk-taking in support of the war fighter and the Nation.

Navigating the challenging times ahead requires effective collaboration among all stakeholders to acknowledge, balance, and share risk overtime—now and into the future. (p.5)

Based on these shifts, I have a few predictions about the requirements and outcomes for future success of companies with VR/AR products in the Defense sector:

Optimize For All Users: The needs of theWarfighters must be considered as these emerging technologies are being designed and developed. This means ensuring that the user experience of VR/AR, both hardware and software, is flexible and optimized for all users. Gone are the days where technology that supported only military-aged males was good enough.

Focus and Collaborate: Companies must continue to innovate, but with focus, to contribute the best products in their specialty, and then partner with other companies whose products are complimentary in support of a greater ecosystem. Whether your expertise lies in development of AR or VR apps, headsets, haptic gloves, AI models, instructional systems design support, etc.,we predict that the most successfulVR/AR companies will be the ones that focus on what they do best and are able to collaborate well with others to provide even more optimal combined capabilities for theWarfighters.

Create New Capabilities: Bringing all of these complimentary products and services from various companies together will create capabilities for Warfighters that would not be possible with stove-piped systems. For example, when AR and VR training apps are integrated with a secure, open, agnostic LMS platform via APIs, courses made up of multivendor, multi-media content can be curated, student performance data can be stored in a common data repository, and AI models can analyze this data to truly personalize learning, not just within applications, but across them.

Enable Rapid Innovation: This VR/AR ecosystem of the future will include a common architecture, playbook, and open APIs, democratizing the ability to support immersive training creation and optimal use of VR/AR(e.g. using it to train different knowledge and skills as appropriate for optimal training effectiveness) so that Warfighter needs can be met at the speed of relevance.

Ultimately, this ecosystem and pipeline of VR/AR will support cutting edge training and operations and will adapt to the changing needs of theWarfighters because the companies and individuals with the best products who work closely with each other and with the DoD will rise to the top. It is certainly an exciting time to be in theVR/AR field, especially in the Defense sector, and we at Dynepic look forward to working with many of you to Invent the Future!

Christina Padron

Director ofPartnerships and Growth Dynepic, Inc.

Call for Sponsors - VR AR Energy White Paper

If interested to Sponsor, email info@thevrara.com


This publication outlines the essential features of VR AR technologies, highlight their relevance to business functions in the Energy sector and presents an overview of applications & use cases of VR AR, highlighting the benefits for business processes.

This publication will be published on the VRARA and our partner's websites and will be promoted to the industry globally via our Newsletter (35K+ subs), Website (20K monthly visitors), Social Media (50K+ followers) at our VR/AR Global Summits, and via our partners. You can see our other Publications here, which have been downloaded 1000s times!

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Authors:

- Suhas P Bhagwat

- Mr. David Moreno - Virtualware 

- Mr. Walter Davis - Aggreko 

- Ms. Sophia Moshasha - VRARA

- Mr. Ray Deatherage - GTI 

- Mr. Eduardo Neeter - FactualVR


Contents

  • Introduction

  • Basic Elements and Features of VR and AR technologies and devices for VR and AR

  • 2.1 Basic Features of VR and AR and The Reality Spectrum

  • 2.2 Devices for VR, AR and MR

  • Relevance of VR AR for Energy Sector

  • Underlying factors in Energy Sector

  • Imperatives that make VR and AR useful for Energy Sector

  • Typical Applications of VR, AR and MR in Energy Sector

  • 4.1 Engineering 

  • 4.2  Marketing

  • 4.3 Plant Operations, Project Management, Supply Chain Management, Inspection

  • 4.4  Manufacturing, Construction, Fabrication

  • 4.5  VR Training 

  • Sample Use Cases for Energy Value Chain  

  • Workforce training through VR Rooms

  • Immersive Employee Development, Training & Certification

  • Virtual Classroom Training Activity on Components

  • Equipment/Product Training Practical Assessment

  • VR Based Training of Heavy Duty Crane Operators

  • VR Based Training for the Natural Gas Distribution Industry

  • MR Based Remote Assistance in Sub-Stations Operations

  • Concluding Remarks


The global energy mix is comprised of Oil, Gas (which also includes liquefied natural gas ie LNG), Coal, Nuclear, Renewable energy (such as Wind, Solar, Hydropower, Biomass, Geothermal, Ocean Waves etc), and Electricity sectors. During the mid 2010s fossil fuels (namely Coal, Oil and Gas) accounted for 82 percent of global primary energy. This percent number is targeted to decline, with large growth in the nuclear and renewable energy sectors (especially wind and solar energy) although the fossil fuels are expected to remain a primary source over the next 20 years. However, due to the current pandemic that hit the world early 2020, the projections are sure to undergo a change. 

Energy is the lifeline of everything that happens in the world and this sector is one of the most important components of the Global Economy.  The combined business that is conducted globally in the entire value chain of this sector is in multiples of Trillions of dollars and it engages several million personnel worldwide.

The Energy sector covers all the stakeholders in its entire value chain such as the Energy organizations (Oil & Gas production units, Refineries, Thermal Power Plants, Nuclear Power Plants, Wind Mill Farms, Solar Power Plants, Electricity Distribution Systems etc), Energy  Technology / Process Licensors, Engineering organizations, EPC organizations, Manufacturers and Fabricators, Construction companies, Mining Companies (for Coal) as well as several service providers covering HSE, logistics, inspection and other services. 

Therefore, as far as Energy Committee under VR/AR Association (VRARA) is concerned, the Demand side of VR AR value chain covers all the VRARA members representing the stakeholder organizations in the Energy sector as above. The VR AR Supply side for Energy on the other hand covers Digital Technology Creators, VR AR Hardware Manufacturers and VR AR Solutions providers & Content creators with experience in applications for the Energy Sector. 

Just as for any industrial sector, the emerging technologies of VR and AR hold very significant potential to bring value to various business functions in the Energy Sector by way of enhanced efficiencies and effectiveness. Various stakeholders in the Energy Sector have been taking serious note of this and therefore increased adoption of VR and AR in the sector has been evident over the recent years. It is expected that this will see a steep growth in the coming years. 

The Ecosystem created by VRARA provides a common platform for all the stakeholders in the VR AR value chain of the Energy sector. The objective of this White Paper, therefore, is to bring out the essential features of VR AR technologies, highlight the relevance of the same to business functions in the Energy Sector and present an overview of applications and use cases of VR AR duly highlighting the benefits of the same for business processes. 

This White Paper covers various topics on the subject. 


If interested to Sponsor, email info@thevrara.com

The Challenges of Audio in Extended Reality

Topic #1: Virtual Reality Communities

The intricate process of creating animation content such as characters, sets, and the interface design is exhilarating.  As a 3D animator and creator, I love everything about the development process of Virtual Reality (VR) and Augmented Reality (AR) content, which is now better known by the combined terminology of Extended Reality (XR).  Conversely, as a user there are times when it can be daunting, and things don’t work the way I think they should or could.  As a sound engineer and designer, a tremendous area of consideration for me is audio quality.  Just like in a Google or Zoom online meeting, I am not concerned about how I appear to others because usually my camera is turned off.  The audio quality and its consistent clarity and the ability to hear others with clarity is my foremost concern.

During a recent test for the VRARA of different VR software that provides meeting spaces in virtual reality (such as Engage and Altspace, among others) the team ran into some interesting situations. We wanted a VR application for VRARA panel discussions to be held during the VR/AR Global Summit Online Sept 30 - Oct 2, 2020.  As you may know, many VR applications provide meeting spaces in virtual reality where users can have conversations, watch videos, play games, and browse the Internet. The avatars in these applications can automatically mimic a user's body language which enhances the “in-person” communication.

As we moved forward in our testing, it was soon discovered that the application cost, room size, and most of all, support for the application became a huge issue. We found the AltspaceVR application to be the best for the quick turnaround that we were looking for.  Our goal was to use the application for the VRARA panel discussion, but very quickly an audio quality situation arose. The boardroom in AltSpace (the set) and my AltSpace avatar (the character) looked great, but the issue arose when we started to have one-on-one conversations within the boardroom.  Granted, AltSpace is great for community presentations and even demo situations.  Where it falls short is audio quality and clarity during personal interaction and one-on-one communication.  This significantly impedes networking on this platform.

Let me explain in more detail the audio situation within the boundaries of personal interaction in a meeting.  In an AltSpace meeting room with ~50 other users, things tend to get hectic when the moderator turns on all the attendees’ microphones to introduce themselves and interact with others around them.  Herein lies the problem—there is currently no way to have a private discussion with someone without hearing every other discussion in the room.  Because of this dilemma, people leave the current meeting to find another room to meet in private.  Unfortunately, the process of getting a private meeting room is time consuming and cumbersome.  This means you have left the main meeting for this private discussion and now have perhaps lost the opportunity to meet other users.  In my eyes this is a major issue and defeats the purpose of being at the meeting to network with others.  A great advantage is lost.

I see two features that would be brilliant additions to AltSpace and would be an incredible game-changer for the program.  First, I would suggest:

  • Add an area for appointments

In such an area, new acquaintances could arrange impromptu appointments to avoid fighting against the collective noise of everyone in the boardroom.  There could be a reservation system in place so that users could reserve an area before, during or after the boardroom meeting for a conversation. My second suggestion is:

  • Add a “bubble” around the user to create a private meeting atmosphere

This “bubble” would create a useful environment for interacting with others without the user needing to arrange a private meeting room.  Easily configurable privacy settings would allow the user to have private impromptu conversations.  The addition of these two features would significantly improve AltSpace’s capability as a networking platform.

These would be my suggestions for Altspace to add to their VR application.  As I have already said, my specialty and passion as a sound engineer and designer keep me from looking past these important details of audio challenges.  Networking is vital to the process of companies making connections and growing.  I believe that by implementing these two features, Altspace can become an even more widely used application, especially as a networking platform. See you next time!


Dale L. Campbell Jr

dalecampbelljr@positiveproductionsplus.com

Positive Productions Plus

VRARA Marketing & Advertising Committee