ARM partners with VividQ to bring holographic display to mobile devices!
VividQ has announced the collaboration with Arm today. Together, they enable the integration of holographic display into AR wearables!
Holographic display addresses one of the major limitations of AR: the need for realistic depth perception. The natural depth of field in AR can be achieved with Computer-Generated Holography (CGH) powered by VividQ software. VividQ’s partnership with Arm means that holographic display is now enabled on mobile devices thanks to VividQ software’s compatibility with Arm Mali GPUs.
Realising AR’s True Potential with Holographic Display
In the past, Arm has talked about the enormous potential of augmented reality (AR) and the “limitless possibilities” of this new technology. Back in February 2020, we published a blog setting out the numerous use cases and experiences that will be enabled by AR, from navigation and translation through to ‘superpowers’, such as visual and audio enhancements. While all these experiences are incredibly exciting, not just for consumers but the wider industry as well, we need the technology in place to make it a reality.
Many have pointed to numerous different reasons why consumer AR has not yet kicked on. These reasons include the lack of content, lack of style or comfort of today’s wearable devices, the poor battery life or even the lack of a major brand name device. These are all important factors; however, one major consideration that is often over-looked is the display. I believe that the true potential of AR will not be realized until we unlock many of the challenges for the display technology, especially the need for realistic depth perception. This can be enabled by holographic display, achieved with Computer-Generated Holography (CGH).
The challenge of realistic depth
Depth perception is crucial for the human vision system to interpret what we see in the world. There are around 18 depth cues that help you determine distances between objects and their relationship to you, and each other. Your brain makes sense of these depth cues in the real world to provide an understanding about your surroundings. Should the depth cues provide conflicting information, then it can lead to confusion or even nausea.
Most of the AR wearables available today, such as smartglasses or head-mounted displays (HMDs) display digital images at one or, at best, two depth planes. It means that AR projections can often be mismatched with the real, three-dimensional world. If you look at the following illustration, images on the left show what today’s experience of using an AR wearable might be like. The bowl of apples is supposed to be placed on the sofa in the background, but it appears sharp, even if the viewer (in this case the camera) is focused on the near field. Similarly, the green virtual apple remains sharp even when we focus on the back field. To render this virtual scene correctly, we need a display technology capable of projecting multiple depth planes. Just like in the images on the right where the virtual apple and the bowl appear correctly in or out of focus depending on where we look, adapting to what our visual system expects.
Holographic projections generated using VividQ software, simulating scenarios where all virtual images are generated on a) one depth-plane and b) multiple depth-planes to match the real environment.
Holographic Display and Computer Generated Holography
Holographic displays can help to solve this issue. In fact, Arm is working with British technology start-up VividQ to enable holographic displays for richer and more comfortable AR experiences through future AR wearables, such as smartglasses.
Holographic display is the process of engineering light to project three-dimensional, virtual scenes that possess a natural depth of field (as illustrated in the right previous image). This means highly realistic AR content that integrates seamlessly with the real world, while eliminating user discomfort. Holographic display is also brighter and more power efficient than other AR display solutions, making it a viable technology for not only the next generation AR wearables, but also automotive Head-Up Displays.
CGH is the method of creating holograms digitally from various 3D data sources, from game engines to depth-sensing camera output. Each hologram is encoded with all necessary information required to display a three-dimensional scene, with depth, to the viewer. The challenge for the adoption of CGH used to be the high compute requirement, which meant that holographic display was not a viable technology for consumer electronics. However, VividQ’s software for holographic display overcomes the computational challenges traditionally associated with CGH and allows for real-time generation of holograms for AR applications on commercially available GPUs.
Arm’s partnership with VividQ
Arm is collaborating with VividQ to enable holographic display on a mobile device by making VividQ’s software compatible with Arm Mali GPUs. The collaboration will enable the integration of holographic display into future AR wearables. According to a report by ABI Research, shipments of smartglasses are expected to reach 20 million units by 2024. Due to the ubiquity of Arm IP among mass market consumer electronics, from smartphones to DTVs, this is seen as a vital collaboration to ensure the accelerated adoption and scalability of holographic display. Therefore, this partnership could help to bring improved AR experiences to millions of consumers worldwide.
Tom Durrant, Co-Founder and Chief Development Officer of VividQ says:
“Technologies, such as navigation assistance, messaging and entertainment, are now irreplaceable and becoming increasingly integrated into our lives. The migration to AR wearables and next-generation consumer electronics makes these applications more natural to use, and calls for a correspondingly natural, immersive viewing experience. VividQ provides this with CGH. We are delighted to be working with Arm towards this ambitious goal of integrating CGH in mobile devices. By combining VividQ’s software expertise with Arm’s solutions in high-performance integrated compute, we aim to jump-start the mass consumer adoption of AR with holographic display.”
Arm in AR
Our IP technology is already powering today’s leading AR-based devices and experiences. Through valued partnerships with companies like VividQ, we can address current AR challenges, particularly around display, and help to enable the next generation of AR devices. The innovation of VividQ around holographic display and CGH is helping to enhance the AR experience and ultimately enable the widespread adoption and use of AR. With Arm’s IP and support, we want to move these AR technologies to everyday consumer use.
If you are interested to learn more about VividQ and its CGH technology, please visit its website here.
Industry-Leading VR/AR Innovator, Bohemia Interactive Simulations, joins the VR/AR Association (VRARA)
On the heels of a recent defense industry VR award and the release of VBS4, Bohemia Interactive Simulations’ (BISim) most important product release since the release of VBS3 in 2013, the Orlando-based company is pleased to announce it has joined the VR/AR Association (VRARA).
Pioneering VR/AR/MR for Military Simulation
BISim began exploring VR’s potential for defense training in 2013 and in 2015 the BISim booth was the only I/ITSEC booth to showcase the beta version of Oculus Rift, having optimized VBS IG frame rate experience sufficiently to pass Oculus’ high standard of FPS performance. Also in 2015, BISim started working directly with military customers on VR/AR projects, most significantly with the U.S. Navy on a VR-based pilot training system that included virtual hand gestures generated through the Leap Motion system. By 2016, BISim’s VBS3 offered out-of-the-box support for the Oculus Rift and HTC VIVE.
In 2018, drawing on its extensive experience with VR/AR headsets, BISim introduced VBS Blue IG, a high-performance, 3D whole-earth image generator optimized for VR/AR/MR applications. BISim’s work has expanded to evaluating and developing VR, AR and MR systems for other military organisations and commercial integrators. See how customers are using BISim products for VR/AR/MR applications on our Customer Showcase.
Outstanding VR/AR/MR Application
BISim was recently selected by Military Simulation and Training (MS&T) magazine as its 2020 winner in the category of Outstanding VR/AR/MR Application for work on the British Army’s Virtual Reality in Land Training (VRLT) pilot study. MS&T’s Outstanding VR/AR/MR Application Award recognizes the innovative use of VR/AR/MR technologies to develop effective and efficient training and performance support interventions. BISim delivered a series of training events to the British Army in 2019 demonstrating VR and MR capabilities using its products. These included a high-fidelity Warrior IFV 3D model for VR and the use of mixed reality to allow users to take notes and annotate maps during exercises without breaking immersion. Read more about VRLT.
VBS4 - Easier, Faster, Global
BISim recently released VBS4, an easy-to-use, whole-earth virtual and constructive simulation. VBS4 becomes BISim’s flagship product — a fully featured desktop training and simulator-ready replacement for all VBS3 capabilities, with its hundreds of use cases and integration possibilities.
VBS4, together with VBS Blue IG, delivers the highest performance and greatest possibilities for military VR/AR/MR when paired with the latest generation XR headsets. Unlike many other game engine-based simulations, the VBS4 engine (VBS Blue) is optimized to serve the military simulation and training domain, so it offers more military XR use cases out of the box. VBS Blue offers millimeter accuracy and global scale simultaneously, and with a flexible terrain ingestion pipeline capable of facilitating quick use of terrain data from any conceivable source, users are well equipped for developing innovative XR projects. Learn more at vbs4.com
About Bohemia Interactive Simulations
Founded in 2001, Bohemia Interactive Simulations (BISim) is a global software company at the forefront of simulation and training solutions for defense and civilian organizations. BISim utilizes the latest game-based technology and a 200-strong, in-house team of engineers to develop high-fidelity, cost-effective training and simulation software products and components for defense applications.
Globally, more than 500,000 military personnel are trained every year using VBS software products. More than 60 NATO and NATO-friendly countries and over 250 integrators/prime contractors use VBS technology, many making significant funding commitments to extend VBS product capabilities. Customers include the U.S. Army, U.S. Marine Corps, Australian Defence Force, Swedish Armed Forces, French MoD and UK MoD and most major integrators. VBS products have become, by far, the world’s most widely used COTS product range in the military-simulation sector, supporting hundreds of military use cases and vastly greater military exploitation than any comparable products.
Contact
David Dadurka
Marketing and Communications Manager
Bohemia Interactive Simulations
p: 407-890-5510
a: 3050 Technology Parkway, Suite 110 Orlando, Florida 32826
Preview of HP keynote and HP's latest innovations on Sept 30 during our VR/AR Global Summit ONLINE. Be the first to know!
Have you signed up for the VR/AR Global Summit ONLINE? HP has an exciting announcement, and you could be one of the first to know. Join HP throughout the event to learn more about our exciting news, hear from industry leaders and ask HP experts any questions you may have. Get tickets here!
Sept 30: HP Keynote – Be sure to tune in to HP’s keynote session at 11 AM EST to learn about our latest innovations and hear from the following speakers. Add it to your calendar now!
Oct 1: New VR Innovation Panel – Tune in for a discussion with HP VR partners at 11:15 AM EST hosted by HP’s Jay Fraser, featuring the following panelists.
Oct 2: The Future of Location Based Entertainment, Reopening in a Pandemic – Tune in for a discussion with Location Based Entertainment leaders at 10:30AM EST hosted by HP’s Joanna Popper, featuring the following panelists. Add to your calendar now!
Daily - Virtual Booth in the Online Expo: HP experts will be on hand to answer questions, including product managers, developer relations team, regional reps and more.
Get tickets here!
ARA Innovates with the Virtual Tactical Assault Kit (VTAK). See the latest at the VR/AR Global Summit ONLINE Sept 30-Oct 2!
Meet ARA in the Virtual Booth at our VR/AR Global Summit ONLINE Sept 30-Oct 2
Get tickets here!
Today’s military operators must train as they fight. New training solutions must interoperate with existing deployed solutions, to ease the learning curve for Soldiers in the field. To meet this need, Applied Research Associates (ARA) is developing the Virtual Tactical Assault Kit (VTAK), an innovative Virtual Reality (VR) tool for improved mission planning and rehearsal and better situational awareness. VTAK is integrated with the 10,000+ strong Tactical Assault Kit (TAK) ecosystem in use today.
VTAK began its life in early 2019. To enhance training realism, the United States Special Operations Command (USSOCOM) sought to include full-motion video; Geographic Information Systems (GIS); and Command, Control, Communications, Computers, Intelligence, Surveillance and Reconnaissance (C4ISR) technologies. These capabilities needed to integrate into TAK, an integrated family of training products used in forward theaters of operation by U.S. warfighters. To bring this vision to life, the NGA Warfighter Support Office (WSO) awarded a contract to the serious games experts at ARA: Virtual Heroes Division. ARA/Virtual Heroes is building VTAK on the open source, license-free Unreal Engine 4 rendering technology, using the immersive virtual interface of a VR headset and controllers.
VTAK provides the same interface and functionality as standard Android (ATAK) and Windows (WinTAK) devices, while greatly expanding operators’ ability to interact with, collaborate, view, mark up, and perform mission planning and rehearsal in a fully 3D space. VTAK has back-end connectivity to TAK servers, allowing VTAK, ATAK, and WinTAK user collaboration to send and receive data packages containing mission planning information. For example, users can share planned routes, go/no-go zones, ground markers and imagery, and other features. As a situational awareness tool, VTAK users (likely in a forward-deployed tent) load available 3D terrain maps of areas of interest to gain a “boots-on the-ground” VR perspective and analyze aerial views for reconnaissance and location familiarization. VTAK users have the option of using a wide range of Government Off the Shelf (GOTS) VR platforms including HTC Vive, Vive Pro, Oculus Rift S, and Valve Index systems, among others. Users may annotate terrain and buildings, measure distances, fit (place and rotate) vehicles within the available area, and analyze lines of sight in a fully-immersive 3D environment.
Said ARA Vice President Randy Brown, “ARA Virtual Heroes Division is honored to develop this important addition to the TAK ecosystem of deployed soldier platforms. Our demonstrated capabilities in VR development are being applied and challenged to solve problems of the utmost importance in the DoD space. This technology has already been demonstrated to and experienced by a long list of thought leaders in the DoD, including the Secretary of the Army, the Under Secretary of Defense for Research and Engineering, the Futures Command Deputy Commander, many leaders in the NGA, including the Director for Ops, the WSO Director, and the WSO Director of Operations, and leaders in the ongoing IVAS program, including the IVAS PM under Soldier Lethality CFT and the IVAS Assistant PM.”
Randy concluded, “We will continue to leverage the significant power of virtual reality technology to rapidly accelerate soldiers’ abilities for mission planning and rehearsal and at the point of need.”
On the horizon for VTAK is development of the Virtual Tactical Operations Center (VTOC), which will enable military leaders to make important decisions pre-deployment, en route, or during deployment, without having to move and set up bulky TOC hardware. A laptop and VR headset will replace heavy monitors, computers, communication infrastructure, and other equipment. The TOC experience will be fully customizable, allowing the user to create and configure as many virtual media surfaces as necessary.
For more information on VTAK or other ARA programs and products, email Randy Brown at rbrown@ara.com
Veative Labs and Lenovo Collaborate on an Integrated Distance Learning and Virtual Reality Classroom Solution
Veative Labs, a leading provider of immersive learning solutions, is pleased to announce a global collaboration with Lenovo, the world’s largest supplier of educational technology. This collaboration will enable Lenovo customers to experience Veative’s entire collection of 550 interactive STEM modules on Lenovo computers through Lenovo’s new Distance Learning Solution or on Lenovo’s VR devices through the new VR Classroom 2.0 solution.
Veative’s robust interactive content library for Grades 4 through to higher education is standards-aligned and includes modules for science and math. This immersive education content promotes a deeper understanding of complex concepts while Veative’s one-of-a-kind data analytics reports allow teachers and school leaders to track student progress toward mastery. The easy-to-use Veative solution ensures that teachers can provide differentiated, unique learning opportunities for all students whether they are at school or at home.
As part of this collaboration, Veative has developed Veative Limited for Lenovo VR Classroom 2.0. This application features 40 virtual reality modules including science, mathematics and virtual tours. Veative Limited will come preloaded on all Lenovo VR Classroom 2.0 devices, with the option to upgrade to Veative’s full library. Both the Limited app and full library will be made available to existing Lenovo VR Classroom 1.0 customers as well. A new browser-based WebXR option will provide access to the same interactive content library while using a computer, without requiring a VR headset.
Veative CEO, Ankur Aggarwal, said “This collaboration shows our commitment to transforming the way education is delivered. The Veative solution combines powerful technology with research-based instructional practices, rigorous and aligned content, formative assessment data, and analytics. We focus on the needs of teachers and students by developing content that integrates seamlessly into existing curricula, while being easy to use, and attending to learning outcomes, regardless of hardware device or location.”
Aggarwal went on to note that “partnering with Lenovo gives Veative the ability to roll out our solution at a larger scale and expand our reach into the global education market. We are thrilled to have the opportunity to work with Lenovo, who shares our vision of transforming the way education is delivered to students.”
“Access to curriculum-based content is critical in today’s environment of remote learning. Additionally, Virtual Reality is a powerful way to impact student engagement, inspiring youth to develop curiosity and explore challenging topics”, said Richard Henderson, Director of Global Education Solutions at Lenovo. “With access to STEM content and a complete solution for teaching and learning, we are excited about the relationship with Veative which offers both web-based and VR content with formative assessment, helping Lenovo with our vision to offer smarter technology for all.”
About Veative Labs
Veative is a leading provider of immersive learning and training solutions. The Veative solution is being utilized in over 25 countries to engage learners with abstract concepts, bridging the gap between knowledge and understanding. Veative is transforming the way virtual reality is used in education by combining powerful VR technology with research-based instructional practices, paired with analytics to track student progress.
Not only has Veative developed the world’s largest library of interactive, curriculum-aligned K-12 VR modules, but also specializes in the development of immersive experiences for higher education and the enterprise sector. Whether it is advanced training simulations, or language learning with voice recognition, Veative creates superior immersive experiences to improve learning outcomes for learning in any sector.
For more information, please visit www.veative.com or follow Veative (@VeativeLabs) on social media platforms.
LENOVO is a trademark of Lenovo.
Contact
Name: Satendra Singh
Email Address: satendra@veative.com
Website URL: http://www.veative.com
Meet the UK Immersive Tech Delegation at the VR/AR Global Summit ONLINE and in Virtual B2B Meetings!
MEET 15 OF THE UK'S TOP IMMERSIVE TECH BUSINESSES IN THE INNOVATE UK BOOTH AT VR/AR GLOBAL ONLINE SUMMIT
Meet 15 of Britain’s top Immersive Tech businesses https://meet-best-of-british-creative.b2match.io/page-2571 in the Innovate UK booth booth at VR/AR Global ONLINE Summit. Offering tools and services across the immersive tech sector for enterprises, media & entertainment producers, platforms and OEMs, the delegation features award-winning companies seeking growth through investment, partnerships, IP licensing, sales and collaboration. The delegation will hold roundtables, present case studies and demos and have virtual b2b meetings in their virtual booth.
Cooperative Innovations www.coopinnovations.co.uk
Offering licensing for its proprietary tools for the efficient creation of high-quality immersive worlds and full body avatars, Cooperative Innovations also creates innovative content, with projects in the media, gaming, architectural, automotive and creative art sectors. Their game title, Spaceteam VR releases Spring 2020 for Playstation, PC and Quest. Seeks to license technology to US firms.
Digitalnauts www.digitalnauts.co.uk
Currently delivering exceptional VR training solutions to the maritime, oil/gas, pharmaceutical, construction and industrial sectors, Digitalnauts is developing HoloHub, an award-winning, highly efficient and scaleable VR content creation and delivery platform. Seeks Series A funding.
Focal Point VR focalpointvr.com
With a range of very high quality 360 and stereo camera rigs with live headset preview, complemented by its Ubiety live streaming technology, Focal Point VR can provide wet/dry equipment solutions as well as the development of custom applications for immersive AR/VR experiences delivered live or via broadcast. Offers products and services.
The Forever Project foreverproject.co.uk
The Forever Project creates voice interactive video encounters with people’s heroes, allowing global fans to connect with the people they love, 24/7, 365 days a year. Giving talent new ways to monetize their brand, these encounters can be voice-interactive mobile Q&As; life-size 3D or holographic encounters; or meetings in immersive VR. Our multi-platform approach, available in multiple languages, allows us to deliver conversational media to a global market. Current partners include Premier League Soccer clubs, major recording label and blue-chip cultural institutions. Seeks seed funding, IP owners, brands, high quality talent partners, distributors and publishers.
The world leader in the deployment of AR humans, over mobile, at speed and scale, HoloMe’s technology allows businesses to connect with their customers, and individuals to communicate with each other, with greater realism and personal impact. Seeks Series A funding.
i2 media research limited i2mediaresearch.com
A leading consumer insight, UX and R&D consultancy, i2media research now makes its expertise widely available through the launch of its simple, reliable, online Immersive Audience Impact Metric tool. With a better understanding of their content’s strengths and weaknesses in impact, engagement and emotional response as compared to other evaluated products, clients can make evidence-based pricing and product decisions. Offers products and consulting services.
A spatial audio start-up whose founders have created award-winning 3D film and location-based experiences for clients including LucasFilm, Google, Adidas and projects including The Philharmonia Orchestra at SXSW and Cosmos within Us, MagicBeans is leading the 18-month Volumetric Audio Synthesis for Augmented Reality (VASAR) project to improve next-gen audio experiences. MagicBeans, with partners Warner Music and Huddersfield University, aims to significantly improve the capture and reproduction of high-resolution volumetric audio for 6DOF experiences. Seeks technology partners/collaborators. Offers services.
With a platform that allows for a live holographic cast, audience interaction and impossible worlds, Megaverse’s theatrical VR platform delivers large scale immersive productions that bring actors in one location to audiences worldwide. Seeks technology partners and Series A investors.
Award-winning software developers building VR, AR and location-based experiences for clients worldwide, Reflex Arc has created immersive and collaborative experiences for education, health, city planning, data visualization and entertainment, including work on the Jurassic World VR Expedition. Offers services and seeks project/technology partners.
ScanLAB Projects scanlabprojects.co.uk
We believe in the stories we tell and are keen to help you tell yours. We digitize the world using 3D laser scanning -- turning spaces, events and objects into compelling digital experiences. We capture content at all scales, from microscopic seeds to vast landscapes, and use our own sophisticated point cloud render engine to render in real time and offline. We've told important stories, revealing the location of mass graves at former concentration camps and uncovering new Mayan Pyramids in the Guatemalan Jungle. We make discoveries that are impossible with a traditional camera. Clients include the BBC, National Geographic, The New York Times, Nike, XL Recordings and brands. We made Justin Timberlake’s latest tour visuals! Offering services and seeks collaborative partners.
Sugar Creative www.sugarcs.com
With a reputation for high quality creative across disciplines, Sugar is an award-winning market leader specializing in innovative emerging technology realizations, including AR, MR and VR. With partners ranging from Dr. Seuss, OSMO, Toyota, Allianz, BBC, AArdman (Wallace & Gromit) as well as pioneering entrepreneurs and artists, our team creates outcomes that redefine the interactive narrative experience. Seek to connect with brands, IP owners, agencies, publishers and creatives.
Titan Reality® Ltd www.indream.io
Titan Reality® develops 3D controllers with AI, Immersive and Spatial Computing applications.www.indream.io Titan Reality®'s immersive prop tech division Indream™ designs, builds and operates immersive technology environments for high-tech commercial properties. Seeks seed funding, distribution partners and offers services.
To Play For (Charisma.ai) charisma.ai
Powered by AI, Charisma is a new graphic novel app that puts audience inside the story, talking to characters, influencing the plot and changing the way stories are told. Already in use by the BBC, at SXWW, Charisma will unveil its interactive graphic novel platform and announce its first adapted titles and a new interactive drama produced for Sky. Get a sneak peek in SF! Seek writers, artists and IP owners who want to create fantastic new stories in this new story form as well as distribution partners and publishers.
Valkyrie Industries www.valkyrieindustries.co.uk
Valkyrie’s wearable suit unlocks new content creation tools for developers by allowing users to explore virtual space and enabling a new touch interaction engine combined with full body tracking to take immersive technology one step closer to ultimate immersion. With initial users in the hazardous heavy industries, including space, automotive and construction, Valkryrie’s patented technology allows everyone to create highly realistic immersive environments. Seeks Series A funding, technology partners and clients.
For additional assistance, contact:
The European-American Business Organization
caitlin@eabo.biz
1.212.972.3035
If you are a Delegation Member Company, you may also contact:
Enterprise Europe Network, Newable
een@Newable.co.uk
Preview of Edelweiss Act I, 99 Cent Opera to premier at the VR/AR Global Summit ONLINE Sept 30 - Oct 2
See Founder Maciej Wisniewski discuss Edelweiss Act I, 99 Cent Opera's new blockchain and music driven Virtual Reality game, at the VR/AR Global Summit ONLINE Sept 30-Oct 2.
Maciej Wisniewski, founder of 99 Cent Opera, will offer viewers a sneak peek of our original and unique new VR game, EDELWEISS, ACT I, and will discuss how music and blockchain drives the gameplay to create a challenging, entertaining, and rewarding experience for players. He will be speaking on a storytelling panel with other talented content creators and producers. The panel will be moderated by Chris Pfaff. Check Schedule.
Get tickets here
The makers of Microsoft Flight Simulator will Virtually Exhibit at our VR/AR Global Summit ONLINE Sept 30-Oct 2
Asobo Studio SARL is a French video game developer based in Bordeaux and founded in 2002. The studio has developed 17 video games, including video game adaptations of several Pixar movies, A Plague Tale: Innocence, and the 2020 version of Microsoft Flight Simulator!
World's first standard dedicated to the safety of VR and AR equipment to be presented at the VR/AR Global Summit ONLINE Sept 30-Oct 2
At our VR/AR Global Summit 2019, UL announced that it will pursue a new standard, UL 8400, addressing safety for augmented, virtual and mixed reality (AR/VR/MR) devices. The announcement was made by Ibrahim Jilani, Product Safety Director, Consumer Technologies, UL, At the event, Jilani highlighted areas of key concern including weight and neck strain, optical radiation, eye heat exposure and headset motion-to-photon latency.
At our VR/AR Global Summit ONLINE Sept 30-Oct 2, UL will speak about our COVID-19 Industry Alert and the UL 8400 standard (world's first standard dedicated to the safety of VR and AR equipment) and what’s been discussed with the standard technical panel members involved and give overview of who all is signed up to help make the world’s first safety standard for VR/AR/MR equipment such as Google, Apple, Microsoft, Magic Leap, Lenovo, HTC as well as Stanford Medical, Design Interactive, CPSC, and others.
“With the mass adoption of virtual, augmented reality equipment, balancing design and technology innovation with operational and product safety can be a challenge. UL’s goal is to keep safety in pace with innovation,” said Jilani.
As part of the UL 8400 development process, UL Standards (part of Underwriters Laboratories, the nonprofit entity within UL) is seeking equipment and component manufacturers, suppliers and others associated with the VR/AR industries to participate on the standards technical panel that will draft the standard.
VRSim Announces SimSpray Go, the Affordable, Portable HVLP Painter Training Tool
SimSpray Go delivers immersive VR painter training and performance feedback in a compact, portable training system
East Hartford, Conn. – September 8, 2020 – VRSim, Inc., an innovator in VR skills training, is pleased to announce SimSpray Go. SimSpray Go is a lightweight, portable, tabletop painter training tool. This new model uses a selection of SimSpray’s effective and efficient VR painter training content to teach HVLP painter skills. Providing convenience, quality, and reliability in a compact, portable, off-the-shelf package, SimSpray Go is a cost-effective investment for HVLP painter training and education programs.
SimSpray Go Features:
- Immersive HVLP Painter Training
- Real-Time Performance Feedback and Analysis
- Motion-Tracked Spray Gun with Functional Equipment Settings
- ROI Tracking for Time and Material Savings
- 14 Automotive and Basic Geometry Practice Parts
- Optional Parts and Add-Ons Available
- Integrated Learning Curriculum
- Portable Hard Case with Wheels (Weight: 40lbs or 18kg)
“We’re making painter training more accessible to shops, schools, and training programs,” said Matthew Wallace, CEO and President of VRSim. “We’ve made it faster and easier than ever to get into the paint booth.”
SimSpray Go provides trainers and trainees with the ability to practice, diagnose flaws, and improve their skills in a single training session. Distill paint training into concise, repeatable exercises with instant feedback, and intuitive performance insights. SimSpray’s ease-of-use, minimal setup, and approachable design make it easy to integrate in training programs.
VRSim’s SimSpray models are the most effective immersive training tool for painters, offering numerous benefits for education and industry organizations. VRSim continues to improve their virtual painter training tools with the collected insight from paint and technology industry professionals.
For more information about SimSpray products and training capabilities visit: https://www.simspray.net/
About VRSim
VRSim is an experienced developer of interactive training tools for the skilled trades. VRSim, headquartered in East Hartford, CT, reimagines industry tools and develops innovative training systems in welding, spray painting, construction, manufacturing, and robotics. Their products are used in training and education programs for high schools, technical colleges, vocational training programs, workforce development initiatives, and global leaders, including the International Union of Painters and Allied Trades, the National Truck Equipment Association, The Boeing Company, Caterpillar, Saint Gobain, and the U.S. Navy. For more information, please visit: https://vrsim.com/.
Contact
Name: Sara Blackstock
Email Address: sara.blackstock@vrsim.net
Website URL: https://vrsim.com/vrsim-announces-simspray-go-portable-hvlp-painter-training/
VRARA Healthcare Report 2020 featuring 50 companies and startups (Download Report)
This Healthcare Industry Sector Report includes a wide range of companies and startups and the kinds of customers they serve, showing how impactful their VR and AR solutions have become to healthcare customers.
Given the world’s current pandemic situation where there are travel restrictions and the increased need for remote and virtual healthcare (i.e, virtual clinics), training and the reskilling of millions in the workforce, it is now more important than ever for companies to have healthcare ready, easy to deploy digital solutions. Virtual Reality and Augmented Reality have proven to show value within many critical healthcare verticals including training, surgery, wellbeing, etc.
There are plenty of other examples and predictions that demonstrate the importance of VR and AR to forward-thinking healthcare in the immediate future. Successful trials (and increasing number of deployments) of VR and AR in healthcare are getting the competitors of early adopters companies to start recognizing that they may be missing out on the real strategic advantage they can achieve.
Foreword by 4dmed.ltd
I picked up the phone and heard my long-time client Sam say, “How do I slow down the clients coming in? I can’t keep up!” As we know that this virus has forced us to stay at homes and medical students, doctors and trainees are not able to go to their respective places. It is not just about the medical field, this pandemic has affected all without any discrimination. During these hard times, we are providing efficient ways to train the healthcare professionals. 4DMEDLtd is medical software and medical device Development Company that designs interfaces for the health care education research.
With the help of this platform, you will pass through these tough times.We have used the VR technology to help the VR industry achieve its target of training people. 4DMED has created a library so that people can achieve best health program for their environment. Cloud has started two programs; one is to train the surgeons virtually via senior trainers and the other is to train junior trainees, nurses and medical students. 4DMED products includes a simulator which offers double screen feature to keep the trainees engaged and help them learn quickly.Complete surgeries can be practiced at increasing levels of difficulty, so that the trainees get all the experience. 4DMED has also designed a software suite of virtual reality for the medical training sector. It will help reduce the human error and will assist the VR industry.
This virtual reality platform created will help the seniors with improved mental health as well as physical health due to continuous movement of body while usingVR. Discussions among the seniors will provide residents with much useful information; which is necessary for a happy community.4DMED advanced software and hardware technology will help medical professionals to experience real life surgical simulation. VR headset and touch sensor helps the user to interact with virtual operation rooms. This real life experience fills the communication gap and also increases the decision making of the medical staff.
4DMEDoffers a wide range of simulator technologies depending up on the objectives of respective medical professional. This virtual technology creates a realistic training environment for the medical professionals. We are playing our part for the VR industry by using the virtual reality technology to teach different universities and colleges from around the globe. It includes universities of Canada, USA, Europe, Asia, and Middle East. The purpose of using this technology to assist people in training and making their lives normal during this rough time.AugmentedReality and Virtual Reality have proven to show value within many critical healthcare verticals including training, surgery, wellbeing, etc.
Director of 4DMed ltd
Foreword by Dark Slope
THE FUTURE OF LEARNING IS IMMERSIVE. This belief is at the core of Dark Slope’s Involve XR platform; a technology that has been built to empower instructors and training organizations to migrate their scenario training programs in to the virtual world.
It is impossible to ignore the ways our world has transformed seemingly overnight. Entire industries have had to contend with what we’re now referring to as our new reality. We’ve heard the phrases “pivot,” “adapt” and “innovate”more in the last four months than cumulatively over the past two years. Alongside this up heaval we have seen how the pandemic has single handedly accelerated the adoption of ‘emerging’ technologies like VR and AR. Most importantly we have caught a glimpse of how these technologies can play a critical and transformational role in up skilling today’s workforce and in training the next generation of health care workers.
Immersive learning will revolutionize how we train for high-risk jobs in the healthcare and safety fields, and how we most effectively arm doctors, nurses and first responders with critical skills best learned through practice. Dark Slope’s InvolveXR empowers training organizations to extend their offerings into VR and AR, allowing them to train remotely in live virtual classes with live ICU,ER, de-escalation, and other critical skill scenarios.
We recently announced our partnership withTheAmerican College of Chest Physicians(CHEST). Basedon CHEST’s curriculums we’re set to develop a complete virtual reality training program on intubation techniques and best practices that will be made available through our learning platform InvolveXR. Of course, airway procedures and intubation are topics at the forefront of critical care training right now, and we hope our technology can play a role in equipping critical care workers with skills and protocols they need to better combatCOVID-19.The training itself consists of live virtual scenario training, in fully immersive and interactive ICU environments with a trainer and other live learners present. Physicians and other critical care workers will engage with dynamic, team-based, true-to-life training scenarios on intubation procedures.
In this precarious time virtual simulation is emerging as a key pillar of support for healthcare workers, offering realistic experiences in safe, remote environments, effectively expediting the deployment of new skills and protocols, while reducing costs for simulation training. With all the healthcare industry challenges this year has brought, the responses to XR training has been reassuring. COVID-19 has underlined our belief in the massive potential of virtual learning and the ability to use these technologies to create amore skilled healthcare workforce, delivering better patient outcomes.
CEO, DarkSlope
Recap of our French XR Village at SIDO 2020
Our French XR Village at SIDO 2020 united the French sector and promoted it to the world (more on the upcoming business and international commission very soon!). We had the Microsoft Hololens France, Minsar, Ino-VR and the AFXR team, Speedernet, LIGHT & SHADOWS, France Immersive Learning, Novelab, Sphere, Novelab, TechViz Synergiz, among others!
Join our VRARA France Chapter today!
INSIGHT LUNG - The Human Lung Expedition from ANIMA RES available on AppStore and PlayStore! It's also supported by Novartis!
ANIMA RES is thrilled to announce that INSIGHT LUNG (by ANIMA RES) - created and designed for cutting-edge medical education purposes - is now available on the AppStore an PlayStore for free. INSIGHT LUNG is supported by Novartis.
ANIMA RES is an internationally recognized expert for medical AR, MR and VR applications. Our award-winning flagship project INSIGHT HEART has been featured by the leading tech companies (Apple, Google, Magic Leap, Microsoft) as a use case for innovative learning.
INSIGHT LUNG lets the user explore the human lung in Augmented Reality and helps patients to learn more about their Asthma / COPD, to visualize their specific condition and level of severity, as well as facilitates conversations about the importance of adherence to treatment and how they can monitor their wellness to help to control their condition.
Contact
Name: Pablo Olmos
Email Address: pablo.olmos@animares.com
Website URL: http://www.animares.com
MATTS DIGITAL and Pico Interactive have signed a partnership to promote Pico’s virtual reality solutions in France and Europe
Paris, September 1st, 2020 – Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, and MATTS DIGITAL, an AR&VR value added distributor, have entered into a partnership to promote the deployment of Pico’s VR solutions in Europe on the mid-market and Enterprise market.
MATTS DIGITAL will be able to promote the complete range of products developed by Pico, including its new Neo 2, Neo 2 Eye, G2 4K S and G2 4K Enterprise VR headsets. MATTS DIGITAL will also promote Pico’s technical services for professional customers.
“Our various virtual reality headsets are unique, as they were built with the enterprise in mind. As we continue to evolve and grow our offerings to meet business demands, we set out to find a strong partner to develop our position in Europe. MATTS DIGITAL’s logistical capability and unique professional service offering allow us to develop and establish ourselves for the long term in Europe, particularly in France,” said Leland Hedges, General Manager for Pico Interactive Europe. “Pico has developed a strong reputation among customers and content developers for autonomous virtual reality headsets. This range of products perfectly complements the headsets offer we already have in our catalog. We are pleased to be able to support Pico in France and Europe and promote their solutions with the professional services that we have developed to meet our customers’ expectations,” said Stephane COURGEON, President of MATTS DIGITAL.
About Pico Interactive
Pico Interactive focuses on innovative VR and AR solutions which enable businesses to create and experience the best in VR and Interactive Computer-Generated Imagery (CGI). With operations in the United States, Europe, China and Japan, Pico Interactive focuses on creating amazing VR platforms for any application and is built around the principle of “user first design.” To learn more, visit www.pico-interactive.com. Contact Pico Interactive Business Inquiries: Leland Hedges – General Manager leland@pico-interactive.com Media Inquiries: Elsa Anschuetz eanschuetz@uproarpr.com
About MATTS DIGITAL
Matts Digital is a Value-Added distributor, specializing in AR&VR solutions. We offer a full range of headsets, peripherals, accessories, and hygiene products, as well as unique professional services in this area. Our significant industrial and logistical capacity allows our customers to serenely consider the deployment and maintenance of their AR&VR projects on a large scale, in France and abroad. Contact MATTS DIGITAL Stephane COURGEON - President stephane.courgeon@matts-digital.com + 33 6 60 17 60 50
Precision OS Makes 'Breakthrough' in Arthroscopy Education
Today, PrecisionOS Technology is proud to announce a partnership with CONMED Corporation following a major breakthrough in surgical education. Revealing the release of the first VR arthroscopy simulator, delivered on the Oculus Quest.
Precision OS Technology released details of what the company says is a "major breakthrough" in portable arthroscopy training.
Vancouver, British Columbia-based Precision OS Technology said it has created a first-of-its-kind arthroscopy simulator available on a mobile, wireless device (Oculus Quest) which will also be used by Conmed International for surgeon education.
“Our partnership with Conmed International allows us to immediately expand globally on training surgeons on this complex procedure. Given the challenges of arthroscopic training, the need for a surgeon focused and patient-centered portable solution was very clear,” said Precision OS Founder and CEO Danny Goel, MD, who also is an orthopedic surgeon. “Our company is thrilled to be able to offer this cutting-edge innovation to train surgeons on hip arthroscopy.”
Traditional hip arthroscopy training has an extensive learning curve (as many as 100 cases to become proficient), but the Precision OS method of VR training is designed to enable users to grasp procedural concepts significantly faster, according to the company.
PrecisonOS will highlight a second randomized controlled trial and their novel hip arthroscopy module at the Young Adult Hip Meeting with Course Chairman, Femi Ayeni, MD, later this week.
“It is exciting to see what’s possible with this new educational platform,” said Ayeni, a hip arthroscopy surgeon who also serves as a professor and academic chair of orthopedic surgery at McMaster University. “So much time can be saved from the reduced need for directed intraoperative teaching of trainees or a reduction of costs associated with traditional cadaveric models. It’s going to be a substantial part of a surgeon’s skill development ‘tool kit’ in the future.”
Precision OS said its training modules can provide The company said its technology can also help hospital systems and learning centers with considerable financial relief. Because the modules are facilitated through a portable platform, the Oculus Quest, the training can be completed anywhere and at any time. Centers can also save on capital costs as traditional arthroscopy and triangulation training has always been an expensive and high-risk endeavor, the company noted.
"Technology is evolving rapidly right now, more than ever before in history, and the time to embrace change from the status quo is upon us," said Richard McKillop, vice president and general manager at Conmed Latin America and Canada.
Contact:
Danny P. Goel, MD, MBA, MSc, FRCSC
Orthopedic Surgeon
Clinical Associate Professor, UBC Department of Orthopedic Surgery
CEO - PrecisionOS
New Pico, Snobal Partnership Increases Accessibility for VR Business Content Creators
Today, Pico Interactive announced its partnership with Snobal – the maker of Snobal Cloud, an enterprise-friendly VR deployment solution – to help business content creators build and scale their VR enterprise experiences and solutions.
Combining Pico’s powerful VR headsets and Snobal’s enterprise-friendly VR deployment solution, this partnership helps business content creators build and scale their VR enterprise experiences and solutions. Businesses can easily manage headsets, users, permissions, sessions, visitors and experiences on Pico’s headsets right out of the box through Snobal’s deployment platform – Snobal Cloud. Now more business content developers can utilize the platform to create, deliver and analyze the effectiveness of their VR applications.
In addition, user privacy is of the utmost importance to Pico and Snobal, which is why no social media profiles are required for use (like Oculus’ recent move) – all the way from setting up the headset to utilizing the platform.
Utilizing Pico’s line of 3DoF and 6DoF headsets and Snobal’s enterprise virtual reality (VR) deployment solution, content developers can now easily deliver, manage and scale VR enterprise experiences and solutions
SAN FRANCISCO, Aug. 27, 2020 -- Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, today announces its partnership with Snobal, a technology company developing enterprise VR and augmented reality (AR) cloud solutions, including Snobal Cloud – a VR deployment solution. Combining Pico’s powerful VR headsets and Snobal’s enterprise-friendly VR deployment solution, this partnership grows the VR for business ecosystem and helps business content creators deliver, manage and scale their VR enterprise experiences and solutions.
No two businesses have the same needs, which is why Pico recently released both 3 Degrees of Freedom (3DoF) and 6DoF headsets in 2020. With the discontinuation of the Oculus Go, Pico continues to serve the business community as the only global company to offer a wireless 3DoF solution with its G2 4K S and G2 4K enterprise headsets, while still offering its 6DoF headsets as well – Neo 2 and Neo 2 Eye with eye tracking capabilities. Pico’s partnership with Snobal is another step forward in expanding its portfolio of business solutions, while also aiding in the development of enterprise VR applications.
This partnership also fosters a more streamlined experience for customers and users of VR in the workplace. By using Snobal’s VR deployment platform, Snobal Cloud, businesses can easily manage multiple headsets, users, permissions, sessions, visitors and experiences on Pico’s headsets right out of the box. Snobal works with customers spanning a variety of industries, including training, healthcare, education, telecommunications, infrastructure and VR enterprise content creators.
“With Pico’s headsets and Snobal’s deployment solution both created with the enterprise in mind, our partnership helps bolster our offerings to existing and new customers,” said Leland Hedges, General Manager for Pico Interactive Europe. “When forming partnerships, we look for companies that bring value to our customers, align with our mission and prioritize the privacy of our users. Snobal fit the bill perfectly, and we’re looking forward to seeing more solutions and experiences built for enterprise that are easy for businesses to deploy through Snobal Cloud.”
“From working with businesses, government and educational organizations on their VR content requirements, we know they require some key enterprise features from their VR solutions and experiences: control over data and where it resides; control over users; control over privacy, headset and hardware used; and ease of updates,” said Murray James, co-founder and CEO for Snobal. “As none of the existing deployment platforms delivered on these needs, we built Snobal Cloud from the ground up with business users in mind. We have a bold vision to make it easier for businesses to solve real world challenges using VR and AR, which requires an openness to collaborate with partners such as Pico in new and exciting ways.”
Both Pico and Snobal believe the privacy of its users is of the utmost importance, which is why no social media profiles are required for use – all the way from setting up the headset to utilizing the platform.
For more information on Pico Interactive, visit www.pico-interactive.com. For more information on Snobal, visit https://snobal.io/.
About Pico Interactive
Pico Interactive focuses on innovative VR and AR solutions which enable businesses to create and experience the best in VR and Interactive Computer-Generated Imagery (CGI). With operations in the United States, Europe, China and Japan, Pico Interactive focuses on creating amazing VR platforms for any application and is built around the principle of “user first design.” To learn more, visit www.pico-interactive.com.
About Snobal
Snobal is a technology company that is a market leader in the development of virtual reality and augmented reality (XR) solutions. Our XR software solutions help organizations of all sizes and industries better train, communicate and collaborate. All XR solutions are based on the enterprise friendly XR deployment platform – Snobal Cloud. For more information on Snobal visit https://snobal.io/.
Media Contact
Elsa Anschuetz
Uproar PR for Pico Interactive
321-236-0102 x233
eanschuetz@uproarpr.com
IMPORTANT DATE CHANGE! The new date for our VR/AR Global Summit ONLINE is Sept 30-Oct 2
The VR/AR Global Summit is gearing up for its most incredible edition yet. Now in our 4th edition, we are pleased to bring you three days of engaging content, exciting product announcements, exhibitors, original events and networking opportunities. We are looking forward to welcoming you to our event this Fall.
In going with the theme of "Adaptability" this year, our event must follow this theme. In light of the announcement that OC7 (FC7) will take place on the same dates as our event, we have made the decision to move our event to new dates and will now host you online on September 30-October 2, 2020. We want to give our sponsors, speakers, exhibitors and attendees the ability to shine and not be overshadowed by another large event. We want the engagement of our audience to be 100% so we made the right decision to not overlap with another industry event.
We know that the VR/AR Global Summit ONLINE Fall Edition is bringing together the best of the best in the industry, new clients, enthusiasts and creators. We are welcoming speakers from HP, Lenovo, Intel, World Bank, DreamWorks, Burning Man, Lost Horizons Festival, various platforms and collaboration tools, and so much more. We will cover topics from education to medical, defense to enterprise, immersive experiences and content creation, ethics and diversity - everything that VR and AR touches in the world.
Our team looks forward to having you join us online Sept 30 - Oct 2, 2020. If you have any questions please do not hesitate to contact us at any time. We are here to help make your engagement at the VR/AR Global Summit the best possible experience.
Recent Highlights & Additions:
Sponsors - Microsoft added to the lineup that now includes HP, Lenovo, ARA, UK Trade, ATD, Innovate UK, Foundry 45, Age Tech
Online Expo - Virtual booths added for Government of Canada, Uptale, among othersDeadlines:Sept 24 is the new deadline to book your virtual boothSept 25 is the new deadline for Sponsors
AVATAR Partners Provides AR Solution for Nondestructive Evaluation to United States Air Force
HUNTINGTON BEACH, Calif. – August 18, 2020 – AVATAR Partners, a world-leading innovator in augmented and mixed reality (extended reality or XR, collectively) software solutions for heavy-duty industry and defense, has been awarded a contract to provide its Mixed and Augmented Reality for Nondestructive Evaluation (MARNE) solution for the U.S. Air Force.
Responsible for employing noninvasive methods to Inspect the insides of metal objects, USAF Nondestructive Inspection specialists identify possible defects in systems and equipment before dangerous problems arise. Utilizing techniques from x-rays to ultrasound, these experts find the smallest imperfections and take corrective measures needed to keep equipment working safely.
The custom MARNE solution from AVATAR Partners will be used by USAF inspectors to access and interact with NDE instrumentation and sensor information. With this capability, they will be able to perform electromagnetic procedures on an inspection device designed to detect tiny defects in scanning equipment.
MARNE focuses on critical, difficult and infrequent inspection methods and techniques in order to reduce operational errors and time to inspect. In addition, it provides real-time guidance for inspection by delivering step-by-step guidance as well as integrated real-time data display as a single solution for sensor and technical data.
MARNE incorporates both a virtual environment (open space) and as an AR overlay on the physical equipment itself (real environment). It also integrates with sensor data from the device to Hololens II and Trimble XR10 headsets.
“We are very proud to have been selected by the U.S. Air Force to assist in enhancing the critical inspection requirements they are tasked with every day related to some of the most sophisticated systems and platforms in the world,” said AVATAR Partners CEO and Founder Marlo Brooke. “Our ongoing relationships with the country’s military forces is designed to enhance vital warfighter capabilities and preparedness.”
AVATAR Partners offers a comprehensive suite of virtual, augmented and mixed reality (i.e., extended reality) software designed to strengthen commercial industry and first-responder/warfighter readiness through XR solutions that increase safety, efficiency and effectiveness throughout the product life cycle.
For complete information on AVATAR Partners XR solutions and services, visit www.avatarpartners.com.
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About AVATAR Partners
AVATAR Partners provides world-leading virtual, augmented and mixed reality (i.e., extended reality) software with the mission of strengthening commercial industry and first-responder/warfighter readiness with XR solutions that increase safety, efficiency and effectiveness throughout the product life cycle and its digital twin. For the past 17 years, the company has developed and sustained innovative maintenance and training systems, job performance aids and other software products that incorporate artificial intelligence, sensors and haptic integration for hundreds of military and commercial equipment and aircraft applications, including program support and business process analysis for large initiatives such as the F-35 Joint Program Office. AVATAR Partners is the world’s only Unity partner with dual Platinum Reseller and Managed Delivery Partner status, It is a woman-owned small business based in Huntington Beach, California, with offices in Arlington and Virginia Beach, Virginia, along with AVATAR Ecosystem partners throughout the United States and Canada. www.avatarpartners.com
Contact
Name: Hall Roosevelt
Email Address: hall@kcomm.com
Website URL: https://avatarpartners.com/