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Learn how Lockheed Martin is getting 35-50% reduction in technician time ROI from Scope AR's solutions

“Scope AR’s WorkLink augmented reality platform has tremendously helped our space division build high quality spacecraft by reducing the time it takes to interpret work instructions by more than 95 percent.”
— Shelley Peterson, Emerging Technologies Lead, Lockheed Martin
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Featured, Education Committee Carlos J. Ochoa Fernández Featured, Education Committee Carlos J. Ochoa Fernández

Call for Sponsors and Participation: State of the Art in VR/AR in Education 2019 Survey

If interested to sponsor email carlos@thevrara.com

To fill out the survey, click here

By the year 2025, immersive technologies (VR/AR) will be much more common than today. The increased interest of the large technology companies in these emerging technologies has been one of the major driving factors for the market.

The global virtual reality market size was valued at USD 7.3B in 2018 is projected to reach USD 120.5B by 2026, exhibiting a CAGR of 42%. VR market potential is very high with the full immersive VR applications, and adoptions in the industry such as education, healthcare, automotive, manufacture, defense and many others. The leading sector is anticipated to be the instruction and learning (education and training). With some creative thinking and a new immersive learning approach, training companies and colleges can do the same in disruptive environments. 

As the Education Committee, we have come together globally to share best practices, reflections, experiences, case studies, meetings, failures, and celebrating our wins where collectively work together to build global standards for VR & AR technology. And today, as part of our new Mission “Jumping into the Future of VR/AR in Education, diving in Blue Oceans Vision 2025”, we have decided to start this new project. 

This project began in the summer of 2017, with one primary and basic question- Do you think that VR/AR will be part of your future education ecosystem?. Additionally, we were looking for best practices in VR in Education along 2018 and some lessons learned from the very first implementations along this period. Now is time to jump into the Future.

The survey is designed to get insights, thoughts, experiences and case studies on the emerging trend of virtual and augmented reality in Education.

The final research from this survey will provide an in-depth assessment of the VR market in Education, including the following sections:

  • Demographics, definition, role description and location

  • Methodologies and experiences, describing the experience with in VR/AR technology

  • VR/AR Ecosystems, describing the different components

  • Barriers of adoption, identifying the entry barriers of adoption

  • Opportunities, describing the benefits and new opportunities of using VR/AR technology

About the Research

The main target of the research is to collate the State of the VR/AR Market in Education worldwide, providing great benefits to the Educational Community: providing assistance, relevant and global information, VR future roadmap, identify the major opportunities, market drivers, understand the teachers/student’s needs, IT future convergence and implementation scenarios and ecosystems. For this purpose, we want to analyze and evaluate the real situation of the technology in Education Sector and the potential of that for the next coming years.

Call for Sponsors

We are inviting sponsorship from industries, businesses, and government agencies including the leading players in VR/AR Technology.

Now it is time for sponsorship of this unique VR/AR in Education Research, and help us to promote this survey globally. We are looking for those who really believe in this independent initiative “VR/AR in Education” and want to help us to expand our Community worldwide. By sponsoring the VR/AR Education Research and Survey, you will be concretely responding to the New Disruptive Education Community call to action to end education barriers and create value from VR/AR technology for the Educational Community.

If interested to sponsor email info@thevrara.com

Call for Participation

Please take 10 minutes to answer this survey. Click here

Also, we would be very grateful to you if you can share this Call for Participation within your global network.

The survey will stay open until December 31, 2019.

Your input is very important for us and may influence the future of VR/AR tech research for the next 5 years!

The 2019 VR/AR in Education survey is an independent initiative from VR/AR Association and the Education Committee.

Regards,

Carlos J. Ochoa Fernandez

Co-Chair, VR/AR Association Education Committee

carlos@thevrara.com


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Join us at the 43rd Annual Training 2020 Conference Expo hosted by Training Mag. Come see the VRARA “VR/AR Pantry” with demos by DiSTI, Pixvana, Avatar Partners, Altoura in Orlando Feb 24-26

Register here

VRARA “VR/AR Pantry” includes demos by Pixvana, Avatar Partners, DiSTI, Altoura

VRARA Members get $250 discount, email info@thevrara.com for your code

The training industry's leading professional development event, is produced by Training magazine, and Lakewood Media Group. For more than 40 years, the annual Training Conference has given attendees the very best in skill-building content, covering train-the-trainer essentials (design, development, delivery, management, evaluation and measurement), behavioral analytics, digital learning, emerging technologies, and more. Co-located with the Training Conference are the pre-conference Learning Leaders Summit and the post-conference Innovations in Training field trip event.

Training 2020 has the suppliers to meet your needs. Browse top training products and services from our helpful exhibitors, stop by the Training Technology Test Kitchen, visit the Expo Stage, reserve a spot of the Verizon 5G Experience Bus, and shop at the Conference Bookstore.

VR/AR Pantry

Check out the VR/AR Pantry, developed in partnership with the VR/AR Association. Get hands-on with the latest in virtual and augmented reality! Various companies and technologies will be featured, including demos from Pixvana, Avatar Partners, DiSTI, Altoura.

Immersive Training with VR/AR Track

Explore case studies in virtual and augmented reality, featuring members of the VR/AR Association with track host Jeff Meador, Co-Chair of VRARA’s Training Committee, immersive reality expert and founder of JMXR. Learn how these companies leverage immersive training to improve their employee development programs. And explore the business goals behind their training decisions, how they were achieved, how to foster internal support, about curriculum design, and how they measure results.  See sessions: 104, 504, 604, 704

Register here

VRARA Members get $250 discount, email info@thevrara.com for your code

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VR Vision launches Reality Well, a platform for senior living and retirement homes

Reality Well Provides Bucket-List Experiences with Interactive Virtual Reality for Senior Living & Retirement Homes

“It is not how much you do, but how much love you put in the doing.”-Mother Teressa

Usually, you cannot control how much stress and pain your loved ones experiences every day. If your loved ones are living an unattractive retired life in senior living, the name you should trust is Reality Well. By the utilization of a CG-Based environment and shared virtual experiences, Reality Well overcomes social isolation. Reality well provides solutions for the senior living to engage with the world outside of the four walls room. They get to experience the world they would never have a chance to visit through a virtual experience. It sounds like you can see the whole world without stepping out of the room. It is operative with a vision of providing long term care to the clients. To make it happen, 360° 8K-resolution full 3D videos of real-world landmarks and bucket-list experiences and interactive and unique CG-based environments curated in-house by their skilled team for the development in the industry of senior living and retirement homes, has been taken into consideration.

“With Reality Well, residents can simply put on a VR headset and can be whisked away into completely immersive worlds.”

With reality well facilities, improved quality of life is provided to the senior citizens by using many gadgets to decrease depression, anxiety, and loneliness. This improves the health and mood of senior clients. The beneficial services of Reality Well consist of homecare, clinic, nursing home, and community centers. The CG based environments they provide are colorful, engaging, and connecting, which allows the residents to feel free to join and explore the virtual world. The Worldwide Landmarks in 360° 3D Videos encompasses all the heavenly views around the globe. They have currently eight vibrant worlds to discover, and they look forward to adding more to it. This virtual world recreates a new life among the senior citizens and also a key to divert their minds from daily routine and stress. This practice is essential for physical movement and rehabilitation. They are setting the first-ever platform in this space for virtual reality. Treating seniors with a variety of immersive & learning activities is the main aim of reality well.

Reality well is now working on adding their best efforts to provide long term care to their clients. The company is launching a new Feature of Exergames explicitly curated for senior living, in the first quarter of 2020. They are also planning to add new expedition content in the second and third quarter of 2020. A new and improved virtual reality software will enhance the mental stability of the senior clients, along with the decrease in stress. Their technology will produce a transition to value-based care. The clients of reality well can create unforgettable stories that they can share with their families and loved ones.

Seniors should be granted individual gadgets to determine their potential options. It shows the contrast between letting others decide between A and B and having a choice between A and B. At the same time, listening to the elderly, their wishes, preferences, and stories is an essential part of empowering the older people It is precious to meet residents deep on a personal level for employees in helped living facilities with small residential settings. They work for the betterment of seniors providing empowerment to senior living. Consider the pocket-friendly virtual services from reality well for your loved ones. 

Contact:

Lorne Fade

Co-Founder, COO, VR Vision

(647) 358-5050 m: (647) 201-7611a:250

The Esplanade, #310, Toronto, ON, M5A 1J2

w:vrvisiongroup.com

e: lorne.fade@vrvision.ca

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VR for Education in the $160B Market and how 350 students developed their first VR

VR is a tool of the future that everyone should take advantage of. According to Statista, the VR/AR market will expand dramatically in the coming years, with forecasts for 2023 eclipsing $160 billion U.S. dollars. And that is just the beginning: while today VR development is mostly restricted to professionals, soon everyone would be able to create their own VR projects. It might sound like a dream to you, but even now there are tools that allow users to create and manage VR content by themselves, such as platforms like Varwin and BrioVR.

These tools make VR development available to more people: you no longer need years of experience to create a VR project, and even students can do it. In fact, a recent hackathon organized in Russia proved that VR is no longer a complex technology but something everyone can master. The hackathon involved 350 students from all around Russia, most of whom were not at all familiar with VR. The teams used the Varwin platform to build their projects, which allowed them to get into VR development quickly and easily thanks to the drag-and-drop system and Blockly visual language that Varwin offers.

Learning how to build a VR project is a useful skill for students as they are going to witness huge technological progress during their careers. VR is also exciting for the next generation, and providing students the opportunity to work with VR pays off with their involvement and interest in this technology. In only 3 days during the hackathon, the teams not only learned how to work with the Varwin platform but successfully completed their projects and created their own worlds and scenarios. Students fully engaged in the process and discovered VR development for themselves.

Contact:

Anna Salova, Varwin

anna@varwin.com

varwin.com

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The Golden Knights are the first NHL team using Sense Arena

VRARA Member Sense Arena is thrilled to announce that SENSE ARENA opened a training installation at the VEGAS GOLDEN KNIGHTS practice facility at City National ArenaThis is Sense Arena's first NHL training facility installation. “We’re excited for VGK VR to be the latest addition to City National Arena,” said Vegas Golden Knights President Kerry Bubolz. “Sense Arena’s cutting-edge technology will provide hockey players of all skill levels with an innovative way to develop their skills, while giving fans a perspective like never before."

"Virtual Reality is a proven training tool in many industries and sports and we are excited to bring it to the world of hockey. We know the Golden Knights will bring tremendous attention to how player evaluation, development and rehabilitation can be improved and enjoyed by players of all ages." said Bob Tetiva, Founder and CEO of Sense Arena. Read more here...

We can't wait to see knights to train and improve theirhockey sense -GO KNIGHTS GO!

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US Air Force Awards Enduvo $1.2M To Bolster Training Programs

Come meet us at the VR/AR Global Summit Nov 1-2

Contact joan.spindel@enduvo.com for more info.

Yesterday, Enduvo announced an award of a $1.2M contract from the Air Force Small Business Innovation Research (SBIR) Phase II Program. 

Enduvo has been awarded a $1.2M contract from the Air Force Small Business Innovation Research (SBIR) Phase II Program. Enduvo is the leading no-code, immersive content authoring and delivery platform that allows anyone to build stunning immersive experiences. The attached release highlights examples of how the Air Force will develop and deploy Enduvo’s AR/VR platform to bolster mission readiness.

The SBIR Phase II contract will be used to accelerate the development and deployment of Enduvo’s AR/VR platform which is designed for training technical, industrial and healthcare organizations. The Air Force will use the platform to bolster mission readiness by creating and delivering consistent and cost-effective immersive training across many different skill levels, job classifications, and geographies.

“The high cost of training Air Force warfighters, medical and maintenance personnel is well documented. Yet, despite these investments, failure rates at both novice levels and revalidation levels indicate that knowledge transfer and skill acquisition are not optimized for today’s learner, nor are they consistent across Air Force units,” said Steve Garrou, CEO. “Enduvo adapts content for different skill levels and learner competency by an average of 80%. We do this by allowing any trainer, or expert, to create and share lessons. Learners can download lessons at their convenience, regardless of their geographic location.”

According to Christian Bond, MSgt, USAF, "Consistency is one of the most difficult attributes to manage in a training environment. The initial time a student interacts with new knowledge is critical to how they digest and retain it. A mixed reality (MR) classroom environment allows all students to have a personal and consistent interactive presentation of the knowledge we need them to retain. From our research, Enduvo provides the most intuitive, broadest-reaching MR platform with the highest possible return on investment we could have hoped for."

Historically, the cost to develop a VR experience kept this technology out of reach for most. Development costs can exceed $10,000 per minute of content and can ultimately reach upwards of $200,000 for a typical experience. Enduvo reduces content development expenses by enabling subject matter experts to create VR content without coding skills or hiring outside designers. With Enduvo, organizations pay for an annual license to build as much content as they desire. According to Garrou, “A typical customer reduces their training costs by 60% and decreases their content delivery time by 70% versus traditional learning methods.”

About the AFRL and AFWERX SBIR II Contract

The contract is an outcome of the US Air Force Research Lab (AFRL) and its technology accelerator, AFWERX, partnering to provide Small Business Innovation Research (SBIR) funding to innovative companies and products that can help the Air Force achieve its mission. AFRL and AFWERX have partnered to streamline the Small Business Innovation Research process in an attempt to speed up the experience, broaden the pool of potential applicants and decrease bureaucratic overhead. Beginning in SBIR 18.2, and now in 19.2, the Air Force has begun offering 'Special' SBIR topics that are faster, leaner and open to a broader range of innovations.

About Enduvo

Enduvo gives organizations a better, more cost-effective way to teach, learn, and collaborate. Our solution is the only no-code, augmented and virtual reality content authoring and delivery platform that enables people to quickly create and share visually stunning, immersive and interactive learning experiences. With just a few clicks, anyone can produce lessons using nothing more than their voice, gestures and digital files (3D models, video clips, image files). Completed lessons are published on the Enduvo platform allowing people to learn at their convenience. People feel as if they are receiving one-on-one instruction from an expert. Organizations that rely on 3D objects, complex procedures, or multi-step processes use Enduvo to decrease content development costs by 60%, reduce content delivery time by 70%, and increase learner confidence by an average of 95%. To experience Enduvo and explore how you can use it for your organization, visit www.enduvo.com.

 

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Oxford Medical Simulation is using Virtual Reality to transform training and education in healthcare

Come meet us at the VR/AR Global Summit Nov 1-2

It is worth noting that Oxford Medical Simulation work with healthcare institutions globally is to enable VR-based education experiences. Contact jessica@oxfordmedicalsimulation.com who would be happy to discuss case studies that include these institutions more specifically!

The optimal method of clinical training is simulation - where the learner is placed in an immersive and engaging environment in which to practice as if in real life. Simulation is effective and has proven benefits on clinical performance and subsequent patient care. However, physical simulation is expensive, time and space consuming. It is only available in larger centres and needs to be led by faculty, meaning it cannot be scaled to deliver flexible training when needed by clinicians.

Oxford Medical Simulation began exploring other methods of delivering the benefits of physical simulation in a scalable, accessible manner. The one technology that has the power to immerse participants in fully interactive, immersive environments that feels real, is virtual reality (VR).

That is what Oxford Medical Simulation does. Learners see patients in virtual reality and do what they would do in real life - history, examinations, investigations, interpretation of results, diagnosis and treatment, all the while interacting with their virtual team. The patient, vitals, labs and clinical team adapt depending on learner actions and - thanks to in-built artificial intelligence - respond as they would in real life.

As in physical simulation, once the scenario is completed, the learner receives a debrief - either guided by the system or by faculty - and feedback on what they have done during the simulation. This data is made available to both the learner and the institution through the in-built analytics system. Learners can use the data to track progress, link to learning portfolios and identify areas for further improvement. Institutions use it to help identify struggling students in order to offer further opportunities for learning and practice.

The entire system is customizable to allow institutions to build learning packages around the scenarios.

The team behind Oxford Medical Simulation - comprised of clinicians, medical educators and technology and game developers - has focused on creating experiences that feel completely real - from hospital environments to clinically accurate behaviours to the amount patients sweat as their temperature increases. This all-encompassing sensory experience creates a deep cognitive and emotional connection to a scenario which brings about true experiential learning.

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The Future of Equipment Maintenance in Food Tech using Virtual Reality

Come meet us at the VR/AR Global Summit Nov 1-2

More and more industries are looking at technology solutions for long-standing problems. VRSim's President and CEO, Matthew Wallace, was interviewed in this article for his VR/AR insight and how this tech stands to help the industry.

Avoiding run to failure (RTF) on equipment requires a number of factors, including proactive maintenance and skilled workers who know what to look for on the components of a machine. But before that, it must begin with simplified equipment design, and that starts with communication.

Bakers must be in the right mindset … not so much as producers of baked goods but more as purchasers of equipment.

In that context, they’re better prepared to have real conversations with suppliers about building machines that will be simple to maintain with the minimum possible workforce.

“Bakers must be prepared to have interaction with the equipment manufacturers,” said Rowdy Brixey, president, BEST: Brixey Engineering Strategies & Training.

He offered similar advice to suppliers.

“Be prepared to have a conversation about how you can justify the engineering you put into your machine,” he said. “Suppliers need to touch on areas that, in some form or fashion, help with the labor shortage.”

In terms of everyday maintenance, the future is wide open for equipment manufacturers to develop data tracking and mix augmented reality with remote maintenance, according to Matthew Wallace, president, VRSim.

“There are a lot of things that can be done by remote maintenance, which requires the help of the OEM,” he said. “Augmented reality — using GoTo Meeting and putting a graphic overlay on top of the screen — will fundamentally change the industry. When you start mixing augmented reality with remote maintenance, that’s where the future will be.”

This article is an excerpt from the September 2019 issue of Baking & Snack. To read the entire feature on Run to Failure, click here.

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Coming Soon to Oculus! ‘Death Lap,’ a Frenetic VR Combat Racing Game from OZWE Games

Come meet us at the VR/AR Global Summit Nov 1-2!


OZWE Games — official Oculus Studios — is thrilled to introduce a new title that challenges you to drive to survive. ‘Death Lap’ pulls no punches and breaks all the traditional rules of the road. Buckle up because if the speed doesn’t kill you, the driver next to you just might.

Fans of the Anshar franchise should be well familiar with OZWE, they have been making strides in the industry since 2014 and the Gear VR Innovator Edition launch. In their upcoming release, they’ve mashed up a Twisted Metal tribute with the zany antics of go-kart-style racing games like Mario Kart for a darkly comic racing game that will have you howling with laughter even as you put your life on the line. The game takes its name from an annual tournament held once a year, where drivers wield deadly short- and long-range weapons and the first to cross the finish line wins. Behind it, all is the host, Nitro Saint Payne — a marvelous yet tragic man with a definite need for speed.

Key Features

  • Fast driving. Master your steed in first or third-person view. Use it to its best capacities, drift and jump over the minefield as quick as you can.

  • Battle for survival. Use the deadly supply of weapons, maneuver undetected into the hostile run, execute combat tactics for attack or defense, and enjoy a good shot of adrenaline.

  • Choose your car. Select your favorite vehicle to brave the peril of the show. Each car has a unique personality with its own set of weapons and abilities.

  • Ruthless tracks. Enjoy various races environments as wild and bloody as beautiful. Take advantage of its secret paths and obstacles.

  • Cunning strategies. Use your car and environment wisely. Get the bonuses scattered around and use them smartly.

  • Single or multiplayer. Play against the AI or real players to test your might and speed. Maybe you'll be strong enough to get on the pantheon of greatest players.

The only thing left to say is to keep an eye out for the release date!

More info www.ozwe.com/deathlap

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VR and Robotics: How High School Students Programmed a Robot In VR

Come meet us at the VR/AR Global Summit Nov 1-2!

In August 2019, Varwin collaborated with ROBBO, a company that provides an educational set for creating smart devices, to build a project that unites VR and robotics. We challenged high school students to build a project that helps a robot navigate in VR. Within just 9 days a team of three 17-year-olds managed to program a robot in virtual reality. This project was assigned to them as a part of the 9-day International Project School they participated in, which was held at Innopolis University. This Project School is organized annually for talented high-school students, and it includes working with innovative technologies to solve real cases.

The students chose Varwin Reality Management System (RMS) for their project, which helped them streamline VR development. While some of the team members already had experience programming on Unity (Varwin is a Unity-based platform), others had to learn on the go. Varwin RMS was new to all of them, however, according to the students, they found the platform quite easy to operate. Alex, one of the team members, said, “Navigating within the platform was not difficult at all. I would say that the main difficulty for me was the robot simulation. I tried to make it as believable and physically correct as possible.”

The end goal for the team was to create a VR project that would help a robot navigate in VR and to eliminate mistakes while programming it. From a technical standpoint, the students had to repeat the same programming blocks that were used in Google Blockly. Thanks to VR, it was possible to recreate all the actions that the real robot would be able to perform and optimize the set of skills for it. By connecting VR and robotics, we simplified the process of programming robots and allowed more people to participate in it - you no longer need to own a robot to set programs for it. Adel, one of the team members, shares, “Programming a robot in VR is much easier, and it saves time for peopl

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AUREA Award further strengthens VR/AR Association’s Location-Based Entertainment Committee with sponsorship

Working towards a Global VR/AR Entertainment Community

With the sponsorship of the Location-Based Entertainment (LBE) Committee of the VR/AR Association (VRARA), the AUREA Award run by the MackNext creative team of Europa-Park, is expanding its role as enabler and promoter of Immersive Technologies. The support is a commitment to bring the AUREA Award even closer to renowned experts in the Entertainment sector by rewarding the best projects annually worldwide. The close cooperation with the VRARA is a crucial step in this direction by joining its extensive international network of professionals.

In terms of strategic orientation, communicative approach and target groups, the international industry association, founded already in 2015, is a congenial partner that perfectly mirrors our intentions. Just like the AUREA Award, VR/AR Association is designed to foster collaboration between innovative companies and people in the VR and AR ecosystem. For this reason, we look forward to welcoming VRARA members from around the world to Rust next January.
— Marcus Ernst – Creative Project Manager, MackNext

The next award ceremony and professional conference will take place on Jan. 15 - 16, 2020 at Europa-Park, a digital innovation leader in their own right with VR coasters, flying and dome theaters, and the latest 4D attractions, where shortlisted state of the art experiences will not only show where the industry is all headed, but will also be pitched live on stage in front of an all-star Jury. All stakeholders from the entertainment sector from startups to investors, and creatives to corporates are invited to get involved and help the community grow.

Interesting in applying? Submissions are now open until November 1, 2019 and come meet them in person at the VR/AR Global Summit in Vancouver on November 2.

Sharing AUREA´s spirit and entertainment focus, the Location-Based Entertainment Committee’s mission is to build relationships between content creators and venue operators in the entertainment sector. The LBE Committee’s content creators & enablers include the likes of Battleverse, Backlight, Blueprint Reality (Mixcast), Dark Slope, Holocafé, Kaaya Tech, Teslasuit, Ultrahaptics, VR Studio, Dreamcraft Attractions, YDreams Global, The Park Playground, and SpringboardVR which have representatives that meet online monthly to work on everything from infographics and online webinar series to technical white papers and industry surveys. Since LBE consumer spending is expected to reach $809 million by 2022, AUREA Award and the committee will share experiences and insights in order to show the industry all the added-value potentials.
— Philip Wogart - Co-chair Location-Based Entertainment Committee

About Aurea Award
With just 5 AUREA awards up for grabs, film projects, music experiences, live events, games, mixed reality experiences as well as enabling technologies receive center stage in front of a crowd VR & AR enthusiasts. Besides showcasing and awarding the most exciting products and experiences, the conference also delivers thought-leader talks, candid discussions on panels and a slew of workshops, while leaving room plenty of room for networking and enjoyment. In the setting of one of the world's leading theme parks, the conference offers multiple opportunities for groundbreakers to be heard and seen, to connect to the most relevant pioneers in the ecosystem and to become a part of the vibrant AUREA community. 
https://aurea-award.com/

About VRARA
The VR/AR Association 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 4500 companies, brands, school and 27,000 professionals are registered with VRARA and more than 20 committees are working on best practices and guidelines for the industry.
https://www.thevrara.com/

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FactualVR gets $1M Business Innovation grant from DOE for a VR platform to help law enforcement

Come meet us at the VR/AR Global Summit Nov 1-2

FactualVR is pleased to announce they have received the $1.05M grant from the Department of Energy (DoE) as part of the Small Business Innovation Research (SBIR) program. Having completed this step, FactualVR has secured funding for continuing developing their “HyperTunnel” product. Also, FactualVR has just hired two new members to their team and continue scouting for talent.

For more info contact Eduardo Neeter eneeter@factualvr.com

Visit factualvr.com

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$1.3 M Investment to Grow Healium's Mind-Powered Mindfulness. Tinder Founder Joins as Advisor! Anxiety is the cause of 60% of all illness and disease

Come meet us at the VR/AR Global Summit Nov 1-2

Columbia, Missouri Company Closes $1.3M
Investment Round for Healium


Tinder Founder Joins as Product Advisor for Biometrically-Controlled Content Channel

Link to Download Photos: Contact: hello@story-up.com | Tryhealium.com | 573.268.1968 |

Columbia, Missouri, 2019-- StoryUP, the makers of a virtual anxiety management product called Healium, just closed a $1.3M oversubscribed Series A investment round. The Missouri startup, incubated at the Missouri Innovation Center, will use the funds to grow Healium, the world’s first interactive immersive media channel powered by wearables. Healium’s virtual and augmented reality apps are used worldwide as drugless solutions for the self-management of anxiety, sleep, addiction, and pain.

Anxiety is the cause of 60% of all illness and disease. Healium’s beautiful experiences are designed to quickly downshift the nervous system and allow the user to escape their current reality. Healium’s VR and AR apps can be powered by optional consumer wearables using either a consumer EEG headband or the user’s smartwatch. Power users can control Healium with three brain states including quiet mind, open heart, or focus. With 225 million wearables in the market currently generating 2D data dashboards, Healium’s patented technology is transforming how users interact with their biometric data by allowing them to control stories by shifting their brain patterns, or heart rate.

In addition to the equity investments, the company also announced the addition of Sean Rad, Founder of Tinder, as a product advisor. Rad built the top-grossing non-gaming app in the world. Rad joins clinical advisor Dr. Craig Cheifetz, Regional Dean Virginia Commonwealth School of Medicine, and advisory member, Noah Falstein, former Chief of Gaming at Google.

“The brain believes what it sees. So why are we still meditating with our eyes closed with an earbud? This investment round allows us to grow Healium’s eyes-open, visual escapes into new markets and further develop our content that’s powered by users’ emotions so people don’t have to wonder ...am I doing it right? Healium is not a replacement for cognitive behavioral therapy or pharmaceutical interventions. It’s a self-management tool that reminds users their memories have power to control things not only in the virtual world but the real world as well. ” --

Sarah Hill, CEO | Chief Storyteller, StoryUP the makers of Healium.

This is the fifth national group in as many months to recognize the women-owned small business. In 2019, Apple selected StoryUP for its summer Entrepreneur Cohort. The company secured a licensing deal that puts its stress management content on more than 20 airlines for passengers of long haul flights. The company won pitch competitions at CES, the world’s largest technology show, took home a first-place finish at South by Southwest in XR, and was nominated for a Webby for Best Use of Augmented Reality. Most recently, Nueterra Capital selected Healium as one of six companies “destined to disrupt healthcare”.

Two published studies in Frontiers in Psychology and the Journal of Neuroregulation showed Healium’s drugless kits reduced anxiety and increased feelings of positivity in as little as four minutes.

For more information on Healium’s impact on emotional wellbeing or the company’s social purpose with virtual Honor Flights for Veterans, please visit tryhealium.com or email hello@story-up.com.

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After training over 25,000 designers, developers and engineers, Circuit Stream launches a new product, an Enterprise VR/AR Platform

Screen+Shot+2019-09-19+at+3.33.29+PM.jpg

Come meet Circuit Stream at the VR/AR Global Summit Nov 1-2

Circuit Stream clients include Lockheed Martin, the US Navy, VMWare, GE, Raytheon, INVISTA, Hershey's, and Boeing!

Accelerating spatial computing and scalable virtual and augmented reality, VR/AR educator and developer Circuit Stream has created a new platform that’s being implemented by industrial companies across North America

Circuit Stream, the leading educator and developer for virtual and augmented reality, today announced the launch of the Circuit Stream Platform, a cloud-based software as a service (SaaS) which enables companies to deploy, manage, and scale virtual and augmented reality applications that transform how their employees learn and work. First launched through a private beta program with participating manufacturer INVISTA, Circuit Stream released the software platform on September 17!

Today, industrial companies in markets like aviation, manufacturing, and aerospace are increasingly looking to virtual reality and augmented reality to train staff and manage operations with greater efficiency, accuracy, and safety. However, the ability to securely deploy and manage cross-platform VR/AR software using the most powerful 3D engines in the market today had not been possible. Recognizing the gap, Circuit Stream's software was designed to facilitate the delivery of VR/AR content for training, processes and operations at scale.

“Virtual and augmented reality can capture expert knowledge, increase training retention and improve safety, while reducing the time required for training and preventing operational downtime. As VR/AR adoption accelerates, companies are looking at the technology to transform operations, collect valuable data and improve productivity over time,” said Lou Pushelberg, co-founder and CEO of Circuit Stream. “Our software is designed to help deploy, manage and measure large-scale XR projects across major hardware platforms, which, in the niche but rapidly growing VR/AR training market, currently does not exist.”

Providing a comprehensive range of analytics, user management, and security features, the Circuit Stream Platform is backed by the company’s growth as leading VR/AR educators and developers. Building on the knowledge of tools, workflows and best practices through the company’s training programs, the new platform now makes it easier to quickly and securely publish XR apps and measure their impact against key success metrics.

Also,

VRARA members receive a 20% discount for the VR/AR Development with Unity course; in addition to this, Circuit Stream would like to offer every VRARA member a free trial of the Platform. No expiry.

More information about the Platform and the free trial is available here

About Circuit Stream

Circuit Stream is the leading education and training provider for virtual and augmented reality. Established in 2015, the company has trained over 25,000 designers, developers and engineers through workshops, team training and its XR Development with Unity course. Among its portfolio of clients include Lockheed Martin, the US Navy, VMWare, GE, Raytheon, INVISTA, Hershey's, and Boeing. Connect with us on Twitter: @CircuitStream

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The NEPTUNE Mission will be using Luxsonic’s VR Medical Imaging System!

Come meet us at the VR/AR Global Summit Nov 1-2


The citizen scientists from NEPTUNE will be testing Luxsonic’s VR medical imaging system during their under sea mission in Florida! They will be simulating a clinical scenario and using our VR medical imaging system to communicate with a radiologist above water. This will be the first test of Luxsonic’s system in an extreme environment and the first international real-time collaboration using VR and medical images!

NEPTUNE mission is an international team of 5 scientist-explorers, a 5-day research endeavor that will take place 20 feet underwater at the Jules Undersea Lodge. Short for “Nautical Experiments in Physiology, Technology & Underwater Exploration,” the NEPTUNE mission will take advantage of Jules' isolated, confined, and extreme (ICE) environment to test our VR medical imaging system, SieVRt, in a simulated clinical scenario.

The crew consists of:

● Commander Dr. Joseph Dituri (USA), biomedical researcher and retired US Navy Commander;

● Executive Officer Paul Bakken (USA), logistics coordinator and former Army officer;

● Medical, Health & Safety Officer, Dr. Shawna Pandya (Canada), physician and researcher;

Mission partners include Nutrition Solutions, BORP, the Association for Marine Exploration, the International Board of Undersea Medicine and the International Association for Nitrox Divers and Technical Divers.

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ThirdEye Announces World’s Smallest Mixed Reality (MR) Glasses Now Available Worldwide

Come meet ThirdEye at the VR/AR Global Summit Nov 1-2

ThirdEye, a leader in augmented and mixed reality (MR) enterprise solutions, announces the availability of its X2 Glasses – the world’s smallest Mixed Reality (MR) glasses.

Unlike like other products in this space, the X2 Glasses provide an all-in-one hardware and software solution, while offering advanced technological capabilities not available on a normal monocular device. At just 9.8 ounces , these glasses fit a wide (42 degree) field of view, provide powerful sensors (thermal, ambient light, flashlight), and a built-in proprietary SLAM (simultaneous localization and mapping) system, called VisionEye SLAM, that allows for 3D environment scanning and other advanced MR features – such as live AR remote help, CAD modeling and overlay, 5G mobile edge computing, and more.

TheX2 Glasses are now available for purchase at$1,950 USD. Pre-orders for the glasses as well as the $300 discount on ThridEye’s website will remain effective until the remaining mass production units are delivered in October. For purchasing information, visit www.thirdeyegen.com/x2-smart-glasses-4

For more information onThirdEye, visit www.thirdeyegen.com

About ThirdEye Gen

ThirdEye is a leader in AR/MR solutions for enterprise, providing an all-in-one (hardware and software)solution for all industries, including energy. While many companies today use just smart glasses or only software, ThirdEye provides a full end-to-end package for its customers and employees. It offers the smallest MR Smart Glasses on the market, including a built-in proprietary SLAM (simultaneous localization and mapping) system that allows for 3D environment scanning and advanced MR features that aren’t available on a monocular device. The ThirdEye App Suite, used by over 500 enterprise customers around the world, offers live AR remote help, 3D SLAM based CAD modeling/overlay and more.

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