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Atmos VR announces £1m investment and plans to open the UK's first 4D Fully Immersive VR Venue in 2021

  • Digbeth, Birmingham, chosen for new venue with eight more planned across UK

  • Atmos VR providing expertise and vision for new public entertainment venture

  • £1million investment secured for new VR business, expanding on B2B credentials

  • Warehouse is opposite the one used to film Ready Player One

Atmos VR has announced plans to open a new multiplayer ‘free roaming’ interactive game which has been developed with post-COVID audiences in mind and will offer restricted numbers of players in socially-distanced entertainment across the one-hour shows.


The new venue in the West Midlands, will be the first of eight planned to be rolled-out across the country over the next five years. As a UK first, the venue will offer free-roaming four-dimensional experiences with senses enhanced on every level. This could include: moving floors, the ability to feel things around you, pick up and touch virtual objects in the game and smell the atmosphere.


Founder, and event technology strategist, Kevin Blair, brings long-term military and commercial expertise in the VR space that he has spent the last three years developing the concept.

Kevin Blair, explains “Atmos VR’s aim is to bring creative content to life using the latest immersive technology, constantly evolving VR and beyond and pushing the experiential boundaries of immersive experiences. According to a recent study, three-quarters (76%) of immersive entertainment companies successfully haveattendance up to 10,000 per year, meaning we can provide immersive experiences aimed at smaller audiences who are already seeking a more personal setting. 

The immersive entertainment industry was valued in 2018 at more than $4.5 billion2 globally. Currently there are around 5,700 locations worldwide where consumers can experience VR outside of their home. This number is expected to rise to 45,700 by the end of 2022.

Bob Clarke, CEO, Samahoma Media Advisors, who negotiated the £1m investment from Insight Media Fund explains: “As part of the Fund’s focus on media investments for a post-COVID world, bringing back live events is very much on its agenda and free-roaming VR provides a genuine antidote to the reasonable lingering fears people may have of being part of an uncontrolled large audience crowd. Atmos VR has developed a cutting-edge proposition with plenty of hooks for repeat visits - with the Fund’s support we believe it can be scaled for a UK-wide rollout and international franchise opportunities.”

There are five million people living in the West Midlands providing a focused audience during Tiered restrictions and Birmingham4 has been named the most entrepreneurial UK city outside of London with more than 14,500 business start-ups in 2019. Contracts have been finalised for a 10,000 sq. ft. warehouse at the Custard Factory in the Digbeth Canal Corridor regeneration zone. Once the first LBE (location based entertainment) venue has been established, Atmos VR will be looking to expand across the country with locations in Tyne & Wear, Yorkshire, Merseyside, Glasgow, Cardiff and the South East being considered. 

Atmos VR is set to join the largest regional tech and digital cluster outside of London, with the West Midlands Combined Authority area now home to 66,300 people employed across 12,500 tech and digital companies. The West Midlands Region economy is worth more than £141.4 billion.

Spending in the recreation sector was £10.5 billion in the UK in 2018.  Whilst investment in the public entertainment sector has tended to focus on the heritage and family offering, there is enormous scope within the commercial sector to develop innovative and targeted high tech experiences for gamers and other younger audiences. The Fund hopes to help unlock opportunities in this sector.

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What Makes a Great Virtual Reality Experience? Top 7 things to consider

In the era of digital devices, we have the opportunity to enable better learning with technology, such as using a Virtual Reality (VR) experience to train your workforce.

This is not just the latest fad. It’s an extremely powerful tool for training, helping learners to more easily absorb knowledge and dramatically boost retention rates. However, to do this well, there are certain things you need to get right.


So here’s our top 7 things to consider when creating VR content, to help your learners get the most from the experience. 

1. Content is still important

VR education transforms the way content is delivered but it still has to be beneficial content for your learners and you need to make sure they are truly getting what they need from their VR experience. Remember you want to utilize the capabilities of VR technology not just create a 360 quiz that looks fancy.

2.Consider the length of your course

Time is a valuable commodity so make sure the length of the learning experience is appropriate for your learner's needs. Consider a shorter, more focused VR experience to improve learner retention. This will also stop learner fatigue: the learner becoming overwhelmed and unfocused.

3. Think about how things are reported

It’s important to know what reporting is being pulled from the experience- our product eNetReality can capture a lot of data and it’s worth taking the time to define what you want when creating the experience so that you get what you need from the reports. eNetReality has the option to do xAPI reporting, so you can get data that’s as granular as you like. It’s also worth making sure you understand what the data is telling you- this is an important piece that adds a lot of value.

4. Consider your footage material

Make sure the footage you use is as true to life as possible- get footage from the actual scene if at all possible. Simulations can be helpful but a simulated experience created from 3D models of being on top of a structure, e.g., a bridge and 360 footage of being on top of one are completely different. 

5. Teach new skills

VR actually helps learners learn in a different way by making the connectors in the brain stronger because your brain thinks you’re actually doing the task. As you can perform a task within the safe environment of your VR experience, it opens the door to learners trying things out for themselves and learning a new skill with no risk. It allows you to train people on the most complex equipment with no consequences.

6. Instructions are Vital

It’s important to make sure you set the user up with instructions. VR is still new to many people which is why it’s so exciting. Ensure they have a good experience by setting expectations and giving proper instructions on how to get started such as setting up the area for the VR experience. If individuals are using it with a headset, ensure they know how to set up a space and whether they should be standing or sitting. We've all seen those videos of Wii controllers flying into TVs; let’s not make that happen!

eNetReality offers cross-platform deployability which means people can take the experience on a phone, or with headsets such as google cardboard or oculus quest.

7. Don’t go overboard

Just because we can doesn’t mean we should. Make sure the VR experience is easy to use and understand.  VR is here to enhance the experience not overcomplicate it.  By following the above points you will be on the road to VR success and a better way of learning.

Try it for yourself

eNetReality™ gives you everything you need to create and deliver your own VR learning and assessment experiences for your workforce. Why not try it for yourself with our FREE 14-day trial.

Contact:

Name: Allan MacLean

Email Address: allan.maclean@ecomscotland.com

Website URL: https://ecomscotland.com/news/what-makes-a-great-vr-experience/

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Call for Participation: Best VR/AR Companies in Portugal (Market Report)

VR/AR Association Portugal Chapter is producing an industry report on the country's Virtual and Augmented Reality ecosystem to promote Portuguese companies and organizations involved with immersive technologies and media.

Portugal's immersive market is growing rapidly. We already have about 100 companies, agencies and brands developing VR and AR solutions. From small startups to large companies, such as Siemens, which has a group in Portugal developing immersive technologies globally for the company.

This group of companies, adds to more than 20 Universities, Research Centers, Training Centers and spontaneous communities that discuss and develops immersive technologies all across the country.
There is a lot of social interest, willingness and experience in creating skills and recently the expectation of implementing 5G networks in the country, which should happen in the beginning of 2021.

The potential of immersive technologies and the way they are already changing the reality in many companies and services in Portugal, mainly for the end consumer, was well evidenced in the first VR/AR Global Summit Online this year, with several panels dedicated to the Portuguese market.

Our local chapter has developed relevant partnerships with trade associations and important local institutions, such as APDC and CDI, to join forces and work together to be even stronger and to spread immersion technology throughout the country and also looking for the European market.

Our Industry Report will specifically highlight the following:
• Size of the Portuguese market
• Number of relevant companies in Portugal
• Local directory and Company info (size: number of employees, revenue; vertical, customers)
• Reasons why company is based in Portugal
• Needs and hopes from and for the local ecosystem

Our report will be promoted via global VRARA channels and partners, which includes: Our global newsletter to over 35k emails, on our website (20K unique visitors per month), and social media (50K followers).

Would you be interested to have your company featured in this report? Submit your info here!

Any qyestions, then let us know at portugal@thevrara.com

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Sensorium Galaxy and Mubert team up to launch first first performing AI DJ

Sensorium Galaxy, a virtual platform built for concert experiences, has teamed up with tech company Mubert in order to manufacture an algorithmically-driven AI performing DJ named JAI:N. If it sounds far-fetched, make no mistake—we're likely to see just what JAI:N can do in the coming months, and she is likely the first in a new line of virtual artists.


As a company, Mubert's focus is on the real-time generation of music. Their technology will allow the virtual artist to craft a well-diversified set of music that has the ability to span over 100 unique genres. The artist will even be able to tailor the music on the fly to the appropriate tone and mood based on the reaction from the crowd.


JAI:N was created alongside Sensorium Galaxy, a pioneering organization in the virtual reality concert space. The company, backed by TIDAL, is set to launch with sets from major dance music performers already on the schedule. David Guetta, Armin van Buuren, Carl Cox, and more have already singed on to deliver exclusive VR performances, and JAI:N will also be performing as the official resident of Sensorium Galaxy.


Sensorium's Head of Product Ivan Nikitin is heralding the development as the next creative frontier in entertainment. “AI combined with VR can push the boundaries of what modern computing can offer us when it comes to entertainment," he said. "We are witnessing the dawn of AI creativity, and we are proud to be the first platform to give virtual bodies to artificial musicians and provide them with the stage in Sensorium Galaxy.” Sensorium Galaxy's public release date has not yet been confirmed, but is estimated to be in the first half of 2021.

Contact

Name: Ivan Nikitin

Email Address: elena.rudovskaya@sensoriumxr.com

Website URL: https://sensoriumxr.com/

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Big Cat Rescue is "re-inventing" Zoos with Virtual and Augmented Reality to save the big cats!

The first Zoo opened in the U.S. in 1847 and at that time there were more than 100,000 tigers in the wild. Zoos have held themselves out as modern day arks, to preserve species through captive breeding, but no big cat, born in a cage has ever been set free, nor could they be. During this time tiger numbers plummeted to under 4,000 in the wild, while the number of tigers held in cages in the U.S. grew to far exceed that number. Similar numbers exist for all wild cat species. This model of conservation has nearly caused the extinction of wild cats around the globe and separates patrons from their money, that should be going into real conservation efforts that protect wild places and corridors.

Despite the facts, Zoos cling to their message that they are cultivating concern for wildlife and teaching respect for nature. In fact, seeing wild animals languishing in cages, under the guise of educating us or entertaining us, really conveys the opposite message which is that it’s OK to impose our will on others if we benefit from it. There could never be a better time than now to disrupt the entire industry with experiences that are rich with the magnificence of the animals and the story telling about their important roles in nature, that are based in virtual and augmented reality.

Big Cat Rescue partnered with VidPicAR and the Westfield Shopping Centers in March of 2019 to launch the world’s first AR Zoo at the Citrus Park location. The world’s second AR Zoo was then launched in Plantation through this same partnership in August 2019. See AR zoo.me. Both locations were so popular that Big Cat Rescue began searching for developers who could bring the next element of virtual reality to the spaces and to headsets everywhere. At the Synapse Summit 2020 conference Xennial Digital was demonstrating their Magic Leap Climate Change Experience and Big Cat Rescue was bringing lions, tigers, leopards, bobcats and more within touching distance, via 3D videos in Oculus Go headsets. A month later they started on a project that launched on the Oculus Rift in the Oculus Store in June 2020 called Big Cat Rescue VR. This same game has been formatted for the Oculus Quest and HTC Vive and is available on Steam.


In the virtual reality game the player finds themselves in a pristine forest where they meet a tiger tracker named Jamie who instructs them on how to use their binoculars, knife and sedation equipment, before sending them out in search of a missing tiger named Jasmine. The player looks for clues and upon finding them launches a video about the clue. Each clue has video information that explains how tiger trackers can find and monitor tigers in the wild. Ultimately, the player will find that the tiger has been snared by poachers, but what to do? She could need medical help; she could kill you if you try to help.


The gamer has to figure out how to successfully free the tiger and get back to the ranger station. Upon their return they learn about how captive breeding, and especially the cub petting industry, are causing the extinction of the wild tiger. From there they can actually choose to take action to protect big cats by contacting their member of Congress and making the Call of the Wild.


Big Cat Rescue believes that this level of interaction will do far more to teach viewers about the plight of the tiger and what they can do to help than could ever be conveyed by seeing a tiger in a cage. By leading the way and showing Zoos that this is a much more cost effective and humane way to encourage conservation, we hope they will build on this idea and create interactive experiences.


On a similar path, is all the 3D and 360 video offerings Big Cat Rescue has been creating and sharing on YouTube, Facebook and in headsets. The ultimate goal of this type of animal viewing adoption is to create so much demand for seeing wild cats doing wildcat things, that funding will be redirected from caging animals to installing remote controlled, Internet streaming, LIVE webcams in native habitats. Imagine, coming home from a hard day of the rat race, slipping into your headset, and dropping into the snow leopard’s favorite cave in Tibet, or the lion pride’s favorite rock outcropping, or the bobcat’s favorite creek crossing site and seeing them all behaving as they would if man weren’t a threat. The greater the demand of this sort of entertainment and education, the more wild spaces can be preserved. The more eco systems that are preserved, the more nature flourishes, and so do we. Wasn’t that what Zoos said they were all about?


Big Cat Rescue

bigcatrescue.org
+1 813-920-4130

Source

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Now available, a new model of Volucam for Volumetric Capture Camera from IO Industries Inc.

IO Industries Inc. develops market-leading specialty video cameras, designed with the needs of VR/AR/XR content generators in mind.  Whether it’s a pair of cameras in a 3D stereoscopic rig, a handful of cameras for a 360° VR configuration, or an array of over 100+ cameras set up for volumetric video capture, IO Industries cameras have the features and flexibility it takes to make these configurations happen.

With volumetric capture, many precisely-synchronized cameras surround a person and capture a performance from many angles.  The recorded video is processed through reconstruction software, which results in a 3D avatar of the performer - a solid, moving model of the performer which can be viewed freely from all angles.  

A new Volucam model is now available featuring the 9MP Gpixel GMAX2509 global shutter image sensor.  

This brings a new capability to the Volucam series for recording 4K/UHD video at up to 120fps. With a resolution of 4224x2160 pixels, maximum frame rates are 120fps (8-bit), 100fps (10-bit) or 85fps (12-bit).  This sensor is part of the same family as the higher-resolution GMAX0505 (in our 262G41 Volucam model).  It shares the same 2.5μm global shutter pixel design, which leads to an optical format of 2/3" (11.9mm diagonal), matching well with a variety of C-mount lenses. 

The Volucam camera series has seen such a strong interest since its introduction earlier this year. 

The first volumetric capture production studio using these cameras, Avatar Dimension, is now operational and delivering content to their clients - check them out!

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VR Training for Hard Skills: When There’s Only One Right Way to Do Things

When there’s only one right way to do things: that’s our motto, and that’s where we believe virtual reality training is best employed – teaching hard skills that must be applied consistently and accurately for an organization to succeed.

Why do we believe that’s the case?

There are several reasons, but one in particular stands out: Improvements in hard skills are easily measurable, both during and after training, when learning really counts. That proves training effectiveness and gives companies (and their learning and development professionals) a real ROI for their training spends – and a real reason to continue training.

Hard skills are related to technical knowledge and training, while soft skills include traits such as leadership ability, communication and time management. While soft skills can be taught through scenarios, for example, VR is never going to be as close to the real thing. As with training for hard skills, VR can offer a safe place to practice soft skills.

Making the Right Choice

If you’re interested in adding VR training to your playbook and your budget means you have to choose where to apply it (and whose budget doesn’t?), then use it for hard skills training first.

Contact

Name: Alejandro Echeverry

Email Address: alejandro.echeverry@foundry45.com

Website URL: https://foundry45.com/vr-training-for-hard-skills-when-theres-only-one-right-way-to-do-things/

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Upskilling managers with Virtual Reality based soft skills training

Upskilling managers is essential to team and business success. Traits of a great manager include the ability to instill confidence, demonstrate exceptional communication skills, and motivate others to engage and perform at their best. Confidence can be contagious, and may inspire employees to embark on a managerial track themselves.

But many managers, especially new managers, are promoted for their “hard” skills on the job as an individual contributor. Managers often lack experience in one or more of the soft skills that lead to team success. How can companies build confidence and skills to develop great managers?

VR presents an opportunity to upskill managers who are confident and able to lead in volatile business climates while inspiring employees. As companies chart out their ability to educate and retain leaders, solutions like VR provide an engaging experience that prepares a manager for likely scenarios that they will encounter at work.

Read more https://www.strivr.com/blog/manager-upskilling/

Contact:

Name: Kristi Rawlinson

Email Address: kristi@strivr.com

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Proteus Virtual labs for Chemistry and science activities by Proteus VR

Proteus VR just launched their brand-new VR app which provides a solution for the world of education.

Our labs give students access to a state-of-the-art chemistry and physics laboratory. It also makes it possible to make concrete learning situations by offering an immersive, interactive, and realistic environment. Proteus Labs can be accessed from anywhere, making it perfect for online teaching, isolated and K-12 students. The multi-person option is really one of our unique characteristics, making teacher coaching possible and easy, especially when teaching remotely. Also, our personalized interface connection and secure connection on Microsoft Azure PlayFab servers provide an exceptional level of security.

Our activities promote the development of skills targeted by the curriculum of various disciplines. Labs tools and products can be customized according to the teacher’s choice. The results obtained are as valid and varied as in reality.

Proteus VR is also collaborating with the faculties of Education and Science at the University of Sherbrooke, Québec, to make sure all activities are in harmony with both disciplines.

At Proteus VR we believe that virtual reality and augmented reality are the close future for not saying present of training and learning. VR and AR allow people to connect with each other no matters where they are. Teachers can now meet their students in the virtual lab even if the students are remote, while keeping a safe social distance. Trainers can now give their training to all employees no matter the plant they work. Colleagues from different locations can now meet and collaborate on the same project. VR/ AR brings people together.


About Proteus VR

Proteus VR is a Canadian company based in Montreal, Quebec. They are a leader in the design of immersive educational activities. They also develop learning and training activities for businesses and the healthcare sector. They are recipient of an Epic Megagrant from Unreal Engine, received another grant from the Innovation Program given from Quebec Economy and Innovation Ministry, and are member of Oculus Start and LaunchPad programs.

Contact

Name: Méryle Viau

Email Address: mviau@proteus-vr.com

Website URL: http://www.proteus-vr.com

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Brian Parzer of Lufthansa Cargo appointed Co-Chair of our Training Committee

The Training Committee creates best practices, guidelines, and call to actions (e.g., recommendations for standards) for the VR/AR Training industry sector. 

Brian is the Manager of Warehouse & Operations at Lufthansa Cargo and has been with Lufthansa since 1995. Brian has been active in VRARA’s activities and we are privileged to have him provide thought-leadership for this Committee and our Association!

"It is with great honor and pleasure to be appointed co-chairman of the Training Committee.  I eagerly await the opportunity to work with the VRARA community to share experiences, BDPs, and develop guidelines, all for the common good of training and those being trained! " - Brian Parzer

We invite you to join our Online Meets and meet Brian and other executives in the Training sector and share common challenges and solutions!

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Augmented Reality Journey under the Voxel Bridge using Spheroid Universe

Renowned New York-based artist Jessica Angel teamed up with Kusama and Spheroid Universe to physically implement the Voxel Bridge project in Vancouver.

The final of the previous works was the presentation of the project at the Vancouver Biennale #ArtProject2020 in November. Today's active preparations are being made for its opening in the spring of 2021. This public artwork will transform the area underneath Vancouver’s Cambie Street Bridge into an immersive experience to transport visitors between physical and digital worlds.

Voxel Bridge is an iconic structure in Vancouver. Jessica Angel intends to transform the space under the bridge into a blockchain world. It is going about an artistic attempt to visualize technology using, among other things, Augmented Reality (AR) technology. This 34,000 square feet work will explore the intersection between the physical and the digital and give a possible immersion insight into digital worlds.

This installation, which is being realized by Jessica Angel in collaboration with Kusama and Spheroid Universe, not only provides an opportunity to imagine a “matrix” of digital worlds, but more closely to reality mode of thinking about the democratization of art, which is especially important for those environments called “smart cities”.

The Spheroid Universe is interested in the very attempt to show one new digital technology with the help of another new digital technology (namely, with the help of AR). Such an attempt reveals a certain new feature of the modern world - the “through” nature of its measurements and the universality of tech-solutions.
More information about the project can be found here: https://spark.adobe.com/page/r33XysJHusO1C/AR

Contact

Name: Alexander Sysoenko

Email Address: sys@spheroid.eu

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The Future of Work is Immersive - report by Harvard Business Review

What does it mean to say the future of work is immersive?

In this Strivr-sponsored report from Harvard Business Review Analytic Services (HBR-AS), we take a closer look at what this means. Amid a rapidly changing work environment, “the tools you use for preparing your workforce can become your competitive advantage,” writes HBR-AS. In other words, what got you here likely won’t get you through the future. New tools – immersive tools – are the key to unlocking workforce performance and creating value.

In fact, as HBR-AS points out, Immersive Learning is already helping business leaders tackle critical workforce challenges around preparation, hiring, training, and upskilling. And they’re getting impressive results.

FedEx Ground is meeting the demands of an e-commerce explosion. In retail, Walmart has scaled effective and engaging learning to millions of associates. Verizon has created better customer experiences for tier one business customers. The list goes on.

In the paper, you’ll get inside the minds of the executives tackling these issues. They talk about how Immersive Learning has fundamentally improved employee preparedness, confidence, and performance. And they share how, with Immersive Learning, they are meeting today’s hiring and upskilling needs while setting a foundation for the future of work.

Download the exclusive report from Harvard Business Review Analytic Services to discover the path to the immersive solution that has reinvented hiring and training and is shaping the future of work as we know it, here https://www.strivr.com/blog/report-hbr-work-immersive/

Contact:

Name: Kristi Rawlinson

Email Address: kristi@strivr.com

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­­­­Vuzix to Provide an Industry Perspective on the Usage of Augmented Reality Smart Glasses in Healthcare (Press Release)

ROCHESTER, N.Y., Dec. 14, 2020 /PRNewswire/ -- Vuzix® Corporation (NASDAQ: VUZI), ("Vuzix" or, the "Company"), a leading supplier of Smart Glasses and Augmented Reality (AR) technology and products, today announced that the Company will be providing an industry perspective on the usage of Augmented Reality smart glasses in healthcare during a keynote presentation as part of the upcoming VRARA Healthcare Forum being held virtually on December 16, 2020 beginning at 12:00 PM EST. 

Vuzix Smart Glasses are now being used in hospitals around the world to perform a wide range of functions including training, virtual rounds within ICUs, triage in the emergency room and in the operating room to guide surgeons during surgery, and to provide remote training and mentor remote doctors.  The past year has been a challenging one for many businesses in supporting their operations, but it also has opened the door for the deployment of new innovative technologies like Smart Glasses, especially within the healthcare industry. 

Over the course of 2020, healthcare has emerged as an important new business segment for Augmented Reality (AR) smart glasses. Vuzix has seen smart glasses move from a preconceived idea in healthcare to actual deployments and everyday use inside hospitals and medical facilities both domestically here in the United States and globally, with significant deployments in South America, Europe and the APAC region.  Over the last several months, Vuzix has rapidly emerged as a go-to provider of smart glasses-based solutions to support the healthcare industry in a variety of capacities.  As a result, the healthcare sector has been an important growth contributor for Vuzix throughout 2020 and the Company expects this trend to continue into the foreseeable future. In early 2021, for example, Vuzix will be supporting the rollout of Verizon's 5G-enabled EMS solution, which is focused on the delivery of enhanced medical augmented reality to support the patient EMS journey from pre-incident to recovery, powered by Verizon's 5G Ultra-Wideband network for first responders and public safety.

MarketsandMarkets™ recently published a new research report on the Augmented Reality market, which they expect to grow to $77.0 billion by 2025, and highlighted the use cases of AR Head Mounted Displays (HMDs) in healthcare including pre-hospital medical care, nursing care in clinical environments, and medical treatment in hospitals along with usage outside of hospitals such as helping with casualties in mass accidents and disasters.

Please join Vuzix this Wednesday, December 16, 2020 at the VRARA Healthcare Forum along with executives from leading vendors, top brands and end-users. For more information and registration, please visit Registered for the VRARA Healthcare Forum here

"Healthcare has emerged as a important sector for AR smart glasses and we look forward to sharing our perspective on the healthcare industry along with actual deployments and use cases of smart glasses within it," said Paul Travers, President and Chief Executive Officer at Vuzix.   

About Vuzix Corporation

Vuzix is a leading supplier of Smart-Glasses and Augmented Reality (AR) technologies and products for the consumer and enterprise markets. The Company's products include personal display and wearable computing devices that offer users a portable high-quality viewing experience, provide solutions for mobility, wearable displays and augmented reality. Vuzix holds 179 patents and patents pending and numerous IP licenses in the Video Eyewear field. The Company has won Consumer Electronics Show (or CES) awards for innovation for the years 2005 to 2020 and several wireless technology innovation awards among others. Founded in 1997, Vuzix is a public company (NASDAQ: VUZI) with offices in Rochester, NY, Oxford, UK, and Tokyo, Japan.  For more information, visit Vuzix websiteTwitter and Facebook pages.

Forward-Looking Statements Disclaimer

Certain statements contained in this news release are "forward-looking statements" within the meaning of the Securities Litigation Reform Act of 1995 and applicable Canadian securities laws. Forward looking statements contained in this release relate to the Company's leadership in the Smart Glasses and AR display industry and business opportunities within the healthcare industry and related applications, among others. They are generally identified by words such as "believes," "may," "expects," "anticipates," "should" and similar expressions. Readers should not place undue reliance on such forward-looking statements, which are based upon the Company's beliefs and assumptions as of the date of this release. The Company's actual results could differ materially due to risk factors and other items described in more detail in the "Risk Factors" section of the Company's Annual Reports and MD&A filed with the United States Securities and Exchange Commission and applicable Canadian securities regulators (copies of which may be obtained at www.sedar.com or www.sec.gov). Subsequent events and developments may cause these forward-looking statements to change. The Company specifically disclaims any obligation or intention to update or revise these forward-looking statements as a result of changed events or circumstances that occur after the date of this release, except as required by applicable law.

Media and Investor Relations Contact:

Ed McGregor, Director of Investor Relations, Vuzix Corporation ed_mcgregor@vuzix.com Tel: (585) 359-5985

Vuzix Corporation, 25 Hendrix Road, Suite A, West Henrietta, NY 14586 USA,
Investor Information – IR@vuzix.com www.vuzix.com

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Cleanbox Technology Inc. Partners With VRARA MENA and Munfarid To Bring Smart Tech Hygiene Solution Products To The Middle East

CARLSBAD, Calif., -- Cleanbox Technology Inc., creator of the eco-friendly, smart tech hygiene solution for the decontamination of VR, AR, MR, and Communication headsets, eyewear, masks and other shared deices and Munfarid, a leader in offering the most comprehensive Augmented Reality, Virtual Reality, and Artificial Intelligence programs for all industrial sectors, have announced their strategic partnership in the Middle East at this year's GITEX, one of the most important tech industry business and growth-generating.

The partnership includes brand engagement, increase product awareness, go-to market initiatives and marketing support , activating sales & marketing team through Munfarid's local representation in the region offering Cleanbox's tech hygiene product line local healthcare and education organizations and institutes to help with the combat of Covid-19.

"We are excited to partner with Dr. Sana and her team as we bring new product lines to the Middle East," said Amy Hedrick, Co-Founder and CEO of Cleanbox Technology Inc., "It's a region with endless industry possibilities and we are looking forward to working in tangent with Munfarid on how to create a safe solution for their various partners along with our Dubai-based team members."

"The emergence of XR is embarking a positive effect on practices across various industries. The applications of XR are endless and blossoming full of hope, making it essential to adhere to standards and safety measures. Cleanbox's efforts to provide a safe experience is proving to be an imperative part for the implementation of XR. We hope that this partnership will bring fresh perspectives and new opportunities for both our parties" said Dr. Sana Farid, XR & Ai Strategist at Munfarid, MENA Chapter President at The VRAR Association.

 

About Cleanbox Technology
Founded in 2018, California-based Cleanbox Technology, Inc. is a premium, eco-friendly smart tech hygiene company, specializing in the UVC surface decontamination. Cleanbox's patented products use UVC light in an LED, providing safe, hospital-grade decontamination without the need for chemicals, heat, or liquids. Cleanbox products are designed for head-mounted displays (HMDs), surgical and protective masks, eyewear, personal electronics and accessories. Cleanbox products have been independently proven to kill 99.999% viruses, bacteria, and fungi. For more information visit https://www.cleanboxtech.com 

About Munfarid
Munfarid is an elegant concoction of dedication, passion, and empowerment via disruptive intelligence. Discovering and implementing revolutionary Immersive applications for Educational, Training,  and Healthcare industries. "Learn by Doing" is something that Munfarid firmly stands for. Immersive simulations and 3D holographic provisions enable users to acquire sharper skills while improving self-reliance and decisiveness.

Spreading awareness about these disruptive technologies is vital. At numerous outreach events and seminars, Munfarid strives to empower users with the power of Immersive and Ai based programs. We relish becoming the most extensive immersive learning program. Overall, our long-term goals include reforming how the world witnesses and uses Immersive Solutions. For more information visit https://www.munfarid.org

Press Contact:
Yannina Diaz
ydiaz@cleanboxtech.com 

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VR Training: The Missing Component in Your Preventive Maintenance Program

Developing the best preventive maintenance program is only half the battle. If technicians aren’t properly trained to execute the plan, it’s all wasted effort. Your preventive maintenance program can only ever be as good as the training you provide.

Implementing virtual reality (VR) training can prove extremely beneficial in helping your maintenance technicians run through the processes quickly and efficiently, without impacting actual equipment. Most preventive maintenance programs utilize detailed, linear procedures that require hands-on repetition for mastery.

VR Training helps from the following aspects:

1. Provide More Consistent, Impactful Training

2. Onboard New Hires More Effectively and Efficiently

3. Improve Talent Retention

Read more here

Contact:

Name: Alejandro Echeverry

Email Address: alejandro.echeverry@foundry45.com

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Rendever’s Virtual Reality Platform for Seniors Transitions Hardware of Choice to Pico Interactive’s G2 4K Enterprise Headset

All-PU facial interface and unique, counterbalanced design provides hygienic safety and comfort for seniors exploring the world via VR

BOSTON - Rendever, the leading provider of virtual reality (VR) for seniors, today announces that Pico Interactive’s G2 4K Enterprise headset is now its hardware of choice. Pico’s VR headsets are designed with the enterprise in mind, allowing the G2 4K Enterprise to fit Rendever’s current needs and allow for further developments.

From senior living communities to healthcare and hospice organizations, the Rendever platform is being used to reduce depression and loneliness by fostering personal connections amongst populations where life has become limited. VR headsets in each Rendever system are networked, so participants can share synchronous immersive experiences together. Physical limitations are no longer a barrier, as seniors can check off bucket list items together, travel or revisit meaningful places and share stories, stay engaged with family members, and more.

“We are thrilled to work with Pico to provide high quality hardware for our senior living partners. The G2 4K Enterprise headset will not only support our current resident engagement platform, but also allow us to expand our offerings,” said Tom Neumann, Cofounder and Chief Technology Officer at Rendever. “The transition to Pico hardware has been seamless due to the unmatched flexibility of their enterprise offering, and will empower our engineering team to continuously improve our software and add to our suite of custom interactive applications.”

Pico’s G2 4K Enterprise headset features best-in-class 4K resolution, 101° field of view, a 16 MP single RGB camera and 128 GB storage. The all-PU facial interface and counterbalanced design allows for easy cleaning, bringing safety and comfort to seniors utilizing Rendever’s platform.

“We are excited to help Rendever best serve its clients, giving seniors a way to explore the world with their family and friends. Rendever’s mission to overcome social isolation is top of mind as we support their transition to the G2 4K Enterprise,” said Ennin Huang, Vice President of Design at Pico Interactive.

Rendever is already rolling out Pico’s headsets to senior living communities, such as Evergreen Home for Special Care and Go Ye Village.

For more information on Rendever, visit www.rendever.com. Visit www.pico-interactive.com for more information on Pico.

About Rendever
Rendever is overcoming social isolation through the power of virtual reality and shared experiences. From senior living communities to hospitals, their platform is being used to reduce depression and loneliness by fostering personal connections amongst populations where life has become limited. Participants in group sessions can check off bucket list items together, revisit meaningful places and share stories, stay engaged with family members, and more. Rendever is being used by high-profile senior living operators including Revera, Benchmark, and SRG, healthcare systems such as UCHealth and Cleveland Clinic, has research funded by the NIH and NIA, and has commercial partnerships with major organizations like AARP and Verizon. To learn more, please visit www.rendever.com.

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.

Media Contact
Elsa Anschuetz
Uproar PR for Rendever
eanschuetz@uproarpr.com 
321.236.0102 x233

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Lenovo hiring SW AR engineering manager in Raleigh

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Position Description:
At Lenovo, we Never Stand Still. Every day, every employee at Lenovo is focused on moving forward, rejecting traditional limits, and always seeking a better way.

Lenovo is expanding its ThinkReality core engineering team and looking to hire Sr. Engineering Manager for the AR Platform. In this role you’ll be managing engineering scrum teams that builds the backend cloud services and preloaded apps. You’ll be supported by respective engineering leads, project managers, and scrum masters. You’ll work alongside product managers, engineers, researchers and cross-functional stakeholders. You’ll be leading, and help grow, a world class team of developers, Android OS, and Cloud Engineers. This team will be focused on building enterprise-grade applications and core platform services for commercially available Augmented Reality devices.

The project and role are critical to transforming Lenovo from a preferred hardware supplier to a Solution-centric, innovation driven strategic partner.

Responsibilities:
•As the Sr. Engineering Manager, AR Platform, you will be responsible for guiding agile software development teams and managing projects from the conceptual stages through the development cycle.

•You will ensure that the development process, architecture and standards are followed. You will also be responsible for the team’s code quality, delivery schedule, and cost of the project. The focus of this role is more on technical management with deep understanding of the AR software stack, there is also an emphasis on mentoring project staff and helping with their professional development.

•Manage software development teams working on Unity Engine, Android (AOSP) and Cloud services supporting the AR applications; maximizing productivity, efficiency, and engagement while fostering and promoting opportunities for cross-team collaboration with Product Strategy and Product Assurance teams.

•Foster a high performing Agile based culture of trust, teamwork, empowerment, accountability, responsiveness, and communication. Set boundaries, success criteria, and measure progress. Suggest success patterns and call out anti-patterns.

•Minimize roadblocks and maximize opportunities to keep all members of the teams productive, engaged, and fulfilled in their roles.

•You will regularly discuss short- and long-term architectural objectives and occasionally advise on solutions approach, where applicable.

•Be able to build trust, encourage an attitude of proactive responsibility and a sense of ownership towards the tasks and projects at hand.

Position Requirements:
--- Basic Qualifications ---
•Bachelor’s degree in Computer Science, Mathematics, or related field.
•Prior experience owning end-to-end product delivery and managing/leading a diverse software engineering team.
•5+ years professional experience as an engineer including hands-on technical team management.
•Experience with low-level graphics APIs (Metal, OpenGL, DirectX).
•Experience developing AR/VR applications.
•Detailed understanding of the OS, graphics, networking, and other sub-systems.
•Experience shipping products requiring stringent runtime performance practices, such as complex mobile or 3D applications or games.
•Experience working across disciplines to drive solutions.

More info and apply here

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