Recap of our event, Leading Edge XR Research, Development and Education

The VRARA Central Florida Chapter held our bi-monthly event Feb 24th. The theme was Leading Edge XR Research, Development and Education featuring University of Central Florida and LearnXR.

I think attendees would agree that all of the speakers WERE AMAZING! So much valuable content was shared. I have attached the link to the meeting record AND the slides presentations.

Special thanks to all of our fantastic speakers:

Dr. Carolina Cruz-Neira- Agere Chair at the Department of Computer Science at University of Central Florida

Dr. Greg Welch- Professor and AdventHealth Endowed Chair in Simulation at University of Central Florida

Dr. Lisa Dieker- Pegasus Professor and Lockheed Martin Eminent Scholar at University of Central Florida

Dr. Maria C. R. Harrington, Ph.D.. - Assistant Professor at the University of Central Florida

Dr. Ryan P. McMahan - Associate Professor at the University of Central Florida

Dilmer Valecillos - Founder of Learn XR

Slides:

https://drive.google.com/file/d/1n8uM2SABXk4JU_AQkRQtG3qdILmkn1P1/view?usp=sharing

Dark Slope Studios Sees 300% Increase In Booked Entertainment Revenue In 2021

02 MARCH 2021 (TORONTO, ON) – Dark Slope Studios, the Toronto-based virtual production and metaverse gaming company, today announces the tripling of its entertainment revenue going into 2021. The growth is driven by strong demand for its products in services across all three of Dark Slope’s entertainment divisions - virtual production, metaverse development and location-based VR and AR attractions.  

Covid-19 has had an accelerating effect on the virtual production industry as a whole, with Dark Slope Studios being able to leverage the company’s long-standing game-engine expertise, proprietary remote production technologies, and its warehouse-scale virtual production and motion capture stage in Toronto. The division is producing and co-producing animation content with top tier brands and streaming services globally. 

Over the course of 2020 The company invested resources into expanding its work on multiplayer home experiences and metaverse development, a sector that has experienced massive growth over the last year. Dark Slope Studios is on the forefront of creating new in-home gaming experiences using its evolving persistent world technologies, and is in development on its first major title built on its metaverse framework, to be announced later in 2021. 

As with most hospitality industries, Dark Slope Studios’ location-based entertainment division had to contend with massive shifts following the challenges presented by the Covid-19 pandemic in 2020. As an encouraging harbinger of the post-Covid times ahead, the company is currently experiencing an unprecedented level of demand for its expertise in large-scale immersive attraction development. New titles, to be announced at a later date, will be released in late 2021 and early 2022, adding to the more than 450 locations worldwide where Dark Slope content is already featured. 

The driver of this early 2021 success has come from the global expansion of the Dark Slope team, now with more than 45 spatial computing and content experts working from Toronto and locations spanning the globe. The company is now proud to boast team members on every continent other than Antarctica.  With clients and partners from a similarly diverse geographic footprint. 

“During the early days of the Covid-19 pandemic, we decided to invest in R&D to refine our virtual production and metaverse development capabilities. It helped us to become more efficient and automated in our production processes, to be bold, and push the window on innovation. All while laying the foundation for a global production pipeline. By introducing new global workflows, and hiring world-class practitioners we have grown in ways we couldn’t have previously imagined. ” Dan Fill, President, Dark Slope Studios.

In 2020, Dark Slope Studios introduced Flex RDS, a remote directing platform and service, shipped the four person Slugterra Slugslinger VR available on Hologate as well as the eight player Scarygirl Mission Maybee title to Zero Latency’s 2000 sq ft game space, a multiplayer Magic Leap shipping container exhibition in conjunction Pukeko Pictures and The Canadian Media Fund  and produced over three hundred minutes of linear animation for Nickelodeon International, TVOntario, Secret Location (eOne) and Viacom International amongst others.  Dark Slope is actively looking for partners interested in innovative solutions to television production, multiplayer game development and location based attractions. 

ABOUT DARK SLOPE STUDIOS 

Dark Slope Studios is an entertainment company specializing in the creation of games, multiplayer experiences and linear television production using virtual production techniques. Founded in 2018, Dark Slope Studios has continued to push the boundaries of multi-sensory out of home entertainment center spectacles, game engine led virtual reality experiences, and motion capture driven television production. From it's 8000 square foot studio, Dark Slope Studios leverages its warehouse scale virtual production stage with proprietary pipeline, tools, workflows and game-engine technology in order to bring world class creative properties to life. Alongside virtual production, the company has honed expertise in persistent community platform development. Based in Toronto, Dark Slope Studios balances innovative technology with compelling storytelling to reimagine the future of entertainment. Visit http://darkslopestudios.com/ to learn more.  

 
Contact:

Rakhee Sapra

Director of Marketing and Communications

DARK SLOPE
rakhee.sapra@darkslope.com

AUGMENTED Experiences in Stores

How to Apply Augmented Reality to Your Brand’s Campaign in Retail

New web solutions, which do not require the use of an application to display immersive content, let you can create campaigns without entry barriers, aimed at intentional purchases. Both 360° experiences, such as product trials (Web AR) or their combination, could be included in your product packaging, POP material, events and activations or any marketing media you decide to use.

2 Examples of Augmented Reality Implementations in Retail

Telefónica

The telecommunications company used a new strategy to reach consumers with its products in the context of the pandemic. Through the creation of a 360° virtual store, they exhibited new cell phone models, interactively displaying their technical characteristics and main functionalities. In addition, they include trial models so the user can have a 3D real scale visual, as well as direct access to a salesperson.


L’Oreal

To promote Vichy and La Roche products at points of sale, interactive 360° experiences were created that users access by scanning a QR on the store display. By walking around the virtual environment, information is obtained about the sunscreens and recommendations for use. In addition, there is an Instagram filter section for consumers to try out products and exclusive discounts are offered with a promotional code. Finally, there is a roulette wheel to play and participate for free product samples.

Contact

Name: Florencia Moltini

Email Address: florencia@camonapp.com

Website URL: http://camonapp.com/en/augmented-reality-retail/

VR/AR Bytes - Quantum Improvements Consulting

Welcome to the VR/AR Bytes Podcast, our weekly show featuring the movers and shakers in XR that are members of the VRARA Central Florida Chapter.

My guest today is Dr. Jennifer Murphy, founder and CEO of Quantum Improvements Consulting an Orlando-based company that focuses on research into human performance. QIC provides technical expertise in training design, metric development and effectiveness evaluation. Her research is behind many of the training and simulation solutions deployed in the DoD today and her research has been featured in The New York Times, the Pentagon Channel, Soldier Magazine, and Signal Magazine.

Join in and listen to Jennifer discuss where she shes some of the challenges that are facing the adoption of XR, how she helps companies avoid the "technology first" dilemma, and why she follows our friend Charlie Fink to find out where the technology is headed!

Overcoming Cybersickness in Virtual and Augmented Reality

VR/AR technologies are transforming how we connect with people, information, and experiences. Ranging from fully immersive virtual worlds to augmentation holograms overlaid on the real-world, VR/AR technologies are rapidly being considered and adopted in industries across the globe. Nearly a third of executives rate being a pioneer in the application of VR/AR technologies as critically important, envisioning VR/AR as addressing critical enterprise pain points through provision of highly effective workforce training solutions, augmentation of day-to-day production activities, and redefining customer experiences.

With VR/AR, workers can be immersed in virtual environments that bring new context and realism to industry training. By implementing XR on the factory floor, organizations can significantly cut costs, engage their employees in new and exciting ways, improve safety, and re-imagine the future of work. VR/AR is also destined to reshape commerce, enabling consumers to remotely explore physical products, enhancing remote customer support, and fostering interactive branding.


The opportunities are limitless. Well, they will be once we fully understand and deal with cybersickness.

What is cybersickness?
Cybersickness is a form of motion sickness that users may experience during immersive exposure to VR/AR technologies. Depending on the content and technology, 20-95% of users typically experience some symptoms, including headache, eyestrain, disorientation, sweating, nausea, and beyond. Symptoms can last from minutes to hours after exposure, with problematic lingering post exposure effects including unstable posture, shifts in vision, and altered hand-eye coordination. If you are thinking that sounds like intoxication, it has been equated to such! While cybersickness is most often associated with VR, it is something that can affect users in all types of immersive environments. The potential for cybersickness could significantly impact the adoption of VR/AR technologies for the enterprise if it is not adequately addressed.


Is cybersickness really a problem in AR?
Cybersickness has been researched and characterized in VR for decades, but we don’t know as much about the extent it affects users of AR technology. Typically, VR users experience more symptoms on the disorientation to nausea end of the scale, whereas AR users are more likely to experience headaches and eyestrain. While these symptoms may not sound debilitating, when AR headsets are used for extended periods of time, these symptoms can have a significant impact and, as indicated by a recent study, be as severe as those associated with VR exposure. Think about how you would feel if you wore glasses with the wrong prescription all day… that is what donning AR for long periods of time may feel like for some users.

Further, when users start to experience cybersickness in VR, they oftentimes become nauseous, abort their exposure, and take a break to feel better; but with symptoms that seem as mild as a headache, users may try to “power through” AR long duration exposures, causing potentially more persistent post exposure effects (e.g., blurry vision, altered depth perception). If AR technology poses risks to post exposure visual functioning, this could affect postural stability or hand-eye coordination and present a safety risk. It is critically important to understand the impacts of long duration AR exposure and mitigate them where possible.


What can you do about it?
Here are a few guidelines on how to limit cybersickness in AR and realize the full potential of this innovative technology.


Limit Exposure Duration
Limiting exposure in AR headsets to 20 minutes or less, with at least a 30 minute break before the next exposure can help decrease severity of cybersickness significantly. This allows a user’s body to readjust and recalibrate to the real-world. This is particularly important if the user was performing close-up tasks in the headset, as long duration AR exposure while performing close-up tasks can cause post exposure dexterity issues. If your AR applications require headset exposures longer than 20 minutes, you should anticipate dropouts and higher levels of cybersickness, including prolonged headaches and eyestrain. Make sure to assess these symptoms for their severity, as this could prove important to user safety post exposure.

Use Multiple VR/AR Technologies
As AR grows within multiple industries, we will eventually see the advent of truly adaptive AR solutions that will be able to personalize the experience based on a user’s physiology, but until this is a reality, it may make sense to consider coupling multiple technologies. For example, mobile AR (i.e., on a tablet or phone) can deliver volumes of information without fear of lengthy exposure, such as when conveying declarative knowledge. Since AR headset-based training is generally associated with more pronounced cybersickness, it may be safer, and possibly more cost effective, to use it sparingly, say when delivering contextually relevant information or procedural hands-on knowledge.


In Closing
Enterprise leaders aim to redefine their organization with VR/AR technologies. Understanding the possibility of cybersickness associated with XR and ways to manage it can assist in the design and development of important application guidelines and usage protocols. A recent study has found that cybersickness symptoms in long duration AR exposure may persist just as long as some of the worst VR systems. So, even though the cybersickness symptoms in AR (visual fatigue, headaches) maybe be less obvious than those in VR (overt gastrointestinal distress), the symptoms associated with AR can linger for long periods of time post exposure and compromise safety. But by following some simple guidelines and understanding associated risks, industries across the globe can successfully adopt these immersive technologies and reap their tremendous benefits.

Contact:

Name: Claire Hughes

Email Address: claire.hughes@designinteractive.net

BSI Solutions, Inc. creates innovative Virtual Criminal Investigation Solution

Navigating today’s social climate along with the Covid-19 Pandemic has caused emergency services to be stretched thin and with social distancing in place, it means face-to-face interaction and training isn’t as easy as it once was.

BSI Solutions has created an innovative product to address this issue, VCIS (Virtual Criminal Investigation Solution). This virtual reality simulation is transforming the way law enforcement training is conducted. This immersion offers realistic scenarios with interactive data that can be used for crime scene investigation training. This application helps neutralize the risk of evidence/scene corruption, increase safety and boost productivity by decreasing costs and resources that can be re-allocated into future innovation and development in law enforcement.

Contact:

Name: Kendrick Carroll

Email Address: s.barnes@bsisnc.com

Website URL: http://www.bsisnc.com

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

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

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

Attend our Defense Committee online meets!

Defence Intelligence Defense VR AR VRARA report.png

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

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

Foreword by Virtual Heroes, a Division of ARA

Distance. The pandemic has made this the norm.

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

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

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

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

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

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

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

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

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

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

Randy Brown

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

Foreword by Dynepic, Inc.

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

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

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

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

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

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

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

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

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

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

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

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

Christina Padron

Director ofPartnerships and Growth Dynepic, Inc.

VRARA Dallas Chapter welcomes Justin Mullin as the new Chapter President

The Dallas chapter of VR/AR Association is proud to announce the new chapter President, Justin J. Mullin, VP of Business Development for From the Future, a VR development company harnessing the power of VR for developing training, education, and therapy solutions to improve safety and increase learning performance through next generation VR applications.

“There is a lot of energy within the Dallas Chapter of the VR/AR Association and I am excited to take on this roll with a focus on making the Dallas Chapter the go-to resource for building knowledge and fostering collaboration in the VR, AR, and XR industry as North Texas continues to grow as a technology leader.” ~Justin Mullin

Welcome Justin!

Contact Justin:

thevrara.com/dallas

dallas@thevrara.com

Laerdal is developing the next generation of immersive, effective mixed reality training for medical scenarios (Varjo Case Study)

One of Varjo’s latest customer use cases is taking advantage of Varjo’s newest generation of XR headsets, the XR-3. When Laerdal, a global leader in patient simulation, set an ambitious company mission to help save an additional one million lives every year by 2030, they turned to Varjo to help develop new immersive simulation solutions for medical scenarios. 

The new training solutions can combine existing technologies such as data collection, immersive simulation and cloud-based infrastructure to deliver something never seen before. With the help of immersive technology, teams of healthcare professionals from across the world can work together in any medical scenario, seamlessly collaborating and sharing their knowledge. Even more importantly, this concept will offer a fail-safe learning environment to train within, giving people a safe way to learn from mistakes and better prepare for unexpected events without jeopardizing actual lives. 

For more information, you can read the case study in its entirety by clicking here

Varjo VR .png

BSI Solutions, Inc. launches innovative Virtual Reality Platform to enhance and accelerate the learning experience!

As schools across the nation navigate the new distance learning challenge created by the Covid-19 pandemic, innovative technologies are needed to ensure that children’s educational experience is protected and enhanced.

As an innovative solution to this growing issue BSI Solutions created the Novel Education in Virtual Reality (NEVR) platform. This interactive, fully immersive platform uses the power of virtual reality for education and training. This innovative concept in educational technology provides students and teachers stand-alone Virtual Reality headsets that enables them to enter the classroom from anywhere.   

“VR technology is a natural learning solution for the millennial generation. It connects the innate learning language of students with the ability to comprehend the presented lesson plan,” explained Dr. Kendrick Carroll, president and CEO of BSI Solutions. “Technology continues to be the ultimate culture neutralizer.”

Participating educational institutions would first identify which classes would be best suited for a virtual offering for lectures. Each instructor would then work with a BSI Solutions software developer to identify how they would prefer for their classes to look and function within virtual reality. Students and instructors would be able to design and create their own avatars to use while in the virtual environment. Unique experiences such as virtual fieldtrips would also be created.     

BSI Solutions is currently working with several educational institutions throughout the country to implement this program.

About BSI Solutions 

BSI Solutions, Inc. is an innovation firm based in Charlotte, North Carolina, that provides technology and business solutions for corporate and governmental clients.  Their core expertise is innovation, including but not limited to: Artificial Intelligence, Blockchain Technology, Design Thinking, and Extended Reality. The firm is dedicated to challenging assumptions and redefining problems in an effort to identify alternative strategies and solutions that may not be instantly apparent. In addition to developing customized innovative solutions, the firm also offers an organic talent pipeline of top qualified technical and functional personnel. For more information about BSI please visit: www.bsisnc.com

Contact:

Name: Kendrick Carroll

Email Address: s.barnes@bsisnc.com

Website URL: http://www.bsisnc.com

ALPHACIRCLE’s unique visual enhancement technology makes immersive VR a stunning reality

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Seongnam, Republic of Korea - February 16th, 2021 – ALPHACIRCLE Inc., the VR Video Quality Enhancement experts, are happy to announce their membership with the Virtual Reality / Augmented Reality Association (VRARA). 

“We felt now it would be a perfect time to reach out to tell you about us. Our solution ensures that it can be delivered at its best possible resolution, transforming the finest visual experience for various types of live-action VR contents”, said Kevin Kim - an associate director in charge of business development at ALPHACIRCLE Inc.

Problem: Poor resolution is hampering the more rapid adoption of VR 3D visual content and means content developers are missing out on the potential of advances in content development technology. 

Solution: We have come up with a solution that can solve this problem and help the content producers to deliver the groundbreaking visual masterpieces in true high definition. 

Target Audience: Our VR solution is designed to offer premium resolution solutions for live-action video producers, immersive educational and training program creators, and producers of entertainment like concerts and sports.

Core Technology: Our proprietary technology Alpha View is a VR video engine software that dramatically improves any standard resolution 4K VR video by 4 times, enabling delivering stunning picture quality in every frame of a 3D 8K 360 experience. 

About Us: We are a VR solution company that aims to help creatives and video producers to deliver incredible VR experiences by dramatically improving VR image resolution - the key factor that makes or breaks interactive visual content. Beyond reality, ALPHACIRCLE is fully ready to provide the most advanced video engine software to help visual professionals bring possibilities to life.

 

If you’re working in the visual content business; especially in VR, you would surely be interested in our remarkable solution and willing to find out what ALPHAView is really capable of.


For more inquiries, please do not hesitate to contact us at business@alphacircle.co.kr or subscribe us and stay tuned for more information via youtube.com/alphacircle.

Autodesk becomes Member of the VR/AR Association

Autodesk is pleased to announce that they have become the newest member of the VR/AR Association! 

Both the VR/AR Association and Autodesk are dedicated to fostering growth in the virtual reality and augmented reality industries.  As a member, Autodesk will participate in the Association's initiatives by which Autodesk’s teams will be connected with VR AR organizations around the world to accelerate the market with smart growth. In addition, Brey Tucker of Autodesk will lead several initiatives in collaboration with VR/AR Association in order to push the usage of those technologies and in several other fields in the region .

“We are excited Autodesk has joined our global association. Autodesk is the global solutions provider for architecture engineering construction, manufacturing, and media & entertainment industries and we look forward to accelerating the market together with smart growth globally" — Kris Kolo, Global Executive Director, VR/AR Association. 

“We are excited to participate in the VR/AR Association and to interact with all the worldwide members, to see how much we can both learn from and bring to the VR/AR community” — Nic Fonta of Autodesk.



For more information please visit www.thevrara.com.

For more info on Autodesk VR/AR vision, please watch our Autodesk University Talk.


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About the VR/AR Association

The VR/AR Association (VRARA) is an international organization designed to foster  collaboration between innovative companies and people in the virtual reality and augmented reality ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

Contact

Kris Kolo  kris@thevrara.com 

Alex Dzyuba, CEO of Lucid Reality Labs, appointed as Chapter President for VRARA Ukraine

Alex Dzyuba is the Chief Executive Officer and founder of Lucid Reality Labs, a serial entrepreneur and technology innovator, Spatial Computing Evangelist and Angel Investor at AngelList, a visionary and a leader of the Lucid Reality Labs team of inspiring AR, VR, MR and AI creators.  

Alex as VRARA Chapter President will focus on fostering research and education, facilitating industry standards creation, advancing the promotion of member companies in Ukraine and worldwide.

See the Ukraine Chapter page here https://www.thevrara.com/ukraine

“I am excited to join VRARA and share my deep expertise and diverse practical knowledge with the Ukrainian VRARA community, helping bring spatial technology to the forefront of digital transformation. I believe that together we can accelerate technological transformation and create new immersive standards that will contribute to the development of social and business structures.” - Alex Dzyuba

SoarTech joins the VR/AR Association

Orlando, Florida. February 10, 2021 – SoarTech, the artificial intelligence experts, are happy to announce their membership with the Virtual Reality/ Augmented Reality Association (VRARA). 

Rooted in cognitive science research and decades fielding artificial intelligence solutions, SoarTech builds systems for government, commercial, and military applications that process large amounts of data, emulate human decision making, and enhance human capabilities.

“Whether in teams or with our clients, partnership is important to everything we do,” said Teresa Speck, director of strategic partnerships. “Partnering with VRARA is an additional way we are supporting the growth of this important industry.” 

As part of SoarTech’s membership in VRARA, Speck will chair its new committee, the Artificial Intelligence/Machine Learning/Digital Twin Committee. “This is a wonderful opportunity for SoarTech to partner with our companies with similar visions for the VR/AR community, and joining VRARA will help SoarTech, and companies like us, promote the responsible development and use of tools that enhance human capabilities,” said Speck.

SoarTech employs knowledge leaders in research and engineering to create unique solutions that save time, money, and lives in a variety of ways, including:

Autonomy

As a true teammate, SoarTech’s autonomous AI applies human reasoning-based research, is functional in multiple capability areas and adaptable to a variety of unmanned platforms. 

Situational Awareness

SoarTech situational awareness intelligence helps humans make decisions in complex environments and provides a variety of operational and risk assessments, which result in superior planning and mission outcomes.  

Human-Machine Interaction

Using intelligent behavior models and a bottom-up approach to solutions, SoarTech develops, tests, and fields robust technology with customizable user-interfaces for use in general and austere environments.

LVC – Simulation and Training

SoarTech’s intelligent software enables the construction of complex simulations that are adaptive to various training needs and scenarios and prioritize user-centered design. 

Medical


In the area of medicine, SoarTech develops adaptive and immersive training environments with applications for the military and civilian community, saving lives, time and money.  


About SoarTech

SoarTech develops human-centered artificial intelligence solutions for the military’s toughest problems. We believe enhancing human thinking doesn’t begin with software; it begins with humans. That is why we pride ourselves in bringing together knowledge leaders to create unique and creative solutions to help solve challenges ranging from lifesaving to cost saving and beyond. www.SoarTech.com.

 

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VR/AR Bytes Podcast - Engineering Computer & Simulations

Welcome to the VR/AR Bytes Podcast, our weekly show featuring the movers and shakers in XR that are members of the VRARA Central Florida Chapter.

My guest today is Waymon Armstrong the founder and CEO of Engineering & Computer Simulations. Since 1997 when he founded ECS, Waymon is a pioneer and leader in the use of virtual technology in training and simulation and has a list of awards and recognitions a mile long. ECS is constantly pushing the technology forward while solving some of the biggest training challenges faced by our military and first responders.

Join in and listen to Waymon's responses to the 5 in 5, five questions in 5 minutes!

How Holograms are coming to Travel Tech with Desktop AR

Experiencing the world's heritage sites in your own living room with hologram computer

Tourism and hospitality have stalled since the COVID19 pandemic started. But it is not all doom and gloom as the continuous advancement of immersive technology such as virtual reality headsets and augmented reality glasses that makes digital tourism possible. In this article, we will discuss about how we can bring the world of tourism back into your living room using a home-made holographic system known as Desktop Virtual Reality system or DesktopAR.


Key discussion:
- Virtual Tourism by a home-made DesktopAR system
- The growth of 3D Digital models of the heritage sites and museum collections
- Opportunities for VR/AR developers

The DesktopAR is so simple that you can make it at home! You can create your own virtual tourism

Many different VR/AR headsets are now available in the market. The headset allows the users to be in the environment as if they are immersed in the real environment. Other types of VR systems are a hologram, which the users can view 3D models from any angle without any headwears. However, holographic devices are still expensive to be invested at home.

But the DesktopAR technology allows you to create a holographic illusion easily at home by turning your normal PC or laptop into 3D holographic displays. The DesktopAR technology works by rendering images on the display according to the user's viewing positions so the 3D models displayed on the screen are not distorted and appear to be more real. To convert your computer screen to holographic display, you need a webcam and Holo-SDK. Holo-SDK sends the user's positions, which are used to rectify displayed images on the screen to create the holographic effects for that user. The users are required to wear red and blue glasses to see the 3D holographic effects on the screens. This enables anyone to make a holographic computer in their own home without having to buy any additional hardware. To learn more about how DesktopAR works, visit Holo-SDK.

The fast-growing collections of 3D models of the world's heritage sites and ancient artefacts around the world.

Having a holographic system alone is not sexy without an eye-catching and meaningful model to visualize! Luckily, tourist attractions around the world, especially heritage sites, are now digitised and can be integrated and used as digital contents for the holographic systems. For an example, Open Heritage, the website that provides digitised models of iconic monuments and historical places around the world. Another example is a collection from British Museum, here you can find over 200+ model of rare artefacts. All of the models are digitized in fine detail and some even provide narration describing artefacts as if we are inside the museum! Combining the 3D models and the holographic system, you can get a unique tourist experience of iconic sites and museum at home!

GOLD RUSH for VR/AR developers! A new opportunity to make many cool applications in an untapped virtual reality ecosystem.

The VR/AR market is booming and will continue to grow in a post-covid world. The reason is the emerging holographic technology and the digitization of real-world objects using mobile devices. The latest iPhone 12 has a Lidar sensor, which allows the users to make 3D models of any objects from your phone. The 3D digital contents are, therefore, growing. And all of these 3D contents are already used widely in the VR/AR headsets and they can be just plugged into holographic systems with no conversion costs. So it is now a big opportunity for VR/AR developers to make applications with the new holographic system. Certainly, the applications related to traveling seems to be one of the best sectors to start when people cannot travel the world.

With the Holo-SDK, you can make your own holographic application today. With your holographic apps, you literally can bring the future into reality. Imagine a holographic application that gives you a 3D map of a city when you are bag-packing or a holographic visualization of heritage sites in your history class.

Contact

Name: Dr Sirisilp Kongsilp

Email Address: rabbit@perception.codes

Website URL: http://www.Holo-SDK.com

Call for Sponsors - VR AR Energy White Paper

If interested to Sponsor, email info@thevrara.com


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

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

Energy vr ar.gif

Authors:

- Suhas P Bhagwat

- Mr. David Moreno - Virtualware 

- Mr. Walter Davis - Aggreko 

- Ms. Sophia Moshasha - VRARA

- Mr. Ray Deatherage - GTI 

- Mr. Eduardo Neeter - FactualVR


Contents

  • Introduction

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

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

  • 2.2 Devices for VR, AR and MR

  • Relevance of VR AR for Energy Sector

  • Underlying factors in Energy Sector

  • Imperatives that make VR and AR useful for Energy Sector

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

  • 4.1 Engineering 

  • 4.2  Marketing

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

  • 4.4  Manufacturing, Construction, Fabrication

  • 4.5  VR Training 

  • Sample Use Cases for Energy Value Chain  

  • Workforce training through VR Rooms

  • Immersive Employee Development, Training & Certification

  • Virtual Classroom Training Activity on Components

  • Equipment/Product Training Practical Assessment

  • VR Based Training of Heavy Duty Crane Operators

  • VR Based Training for the Natural Gas Distribution Industry

  • MR Based Remote Assistance in Sub-Stations Operations

  • Concluding Remarks


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

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

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

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

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

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

This White Paper covers various topics on the subject. 


If interested to Sponsor, email info@thevrara.com

With a Massive Spike in Virtual Reality Training, Immerse Expands US Operations

UK-based company adds new key hires as U.S. organizations better prepare workers to excel


February 3, 2021 (London, Baltimore, MD) -- Training via virtual reality has become a serious business these days, especially for UK-based Immerse, a top enterprise VR software leader whose license revenues have skyrocketed more than 300% in just the last 12 months. 

The Immerse customer base focuses on enterprise training, including industries with urgent response times, from pharma and life sciences to fast-moving consumer goods, energy, and more, all who must reskill and upskill for peak performance, especially to meet the more than 1 billion jobs that could be transformed by technology (source, OECD).

The company’s growth trajectory is further buoyed by the pandemic, given that teaching can be done remotely, en masse, is visually stimulating and precise, a mere fraction of the cost, and results in 75% higher knowledge retention.* Those being taught in VR also demonstrated 340% more confidence to employ what they learned versus traditional e-learning methods at 10% (source PwC, 2020). 

Joining the global team in the U.S. office to focus on expanding its operations include XR tech futurist, Cathy Hackl, as global strategic advisor, and Johnathan Sutherlin, an XR/VR/AR business expert as a business development manager. They will join Bill Finegan, North America executive vice president to accelerate the growth of their global strategic relationships and through its Immerse Platform, empower organizations to revolutionize their employee experiences with boosted engagement, an upskilled workforce, and increased performance and retention. 

“I’m delighted to welcome Cathy and Johnathan and see our U.S. team expand to meet rapidly increasing needs,” says Tom Symonds, Immerse CEO. “Research reveals that only 14% of major companies are not engaged in the utilization of VR/AR at some level. These skills will help us meet the need of solutions rising up the priority list for global companies. We look forward to even greater growth in 2021.”

Hackl brings a wealth of expertise as a globally recognized tech futurist and business leader in AR, VR and spatial computing. She’s worked with some of the biggest names in technology including Amazon Web Services (AWS), Magic Leap and HTC Vive. She also is one of 2020’s 10 most influential women in tech by BigThink, and on LinkedIn’s prestigious Thinkers50 Radar list, a management thinker’s global ranking. Her passions lie in the importance of reskilling and upskilling, diversity and inclusion. 

“I am really excited to join at such a pivotal time for enterprise VR. Major companies and reports show evidence that effective training is key to supercharging workforces and future-proofing businesses,” notes Hackl.

Sutherlin is a well-respected industry thought leader with extensive knowledge of VR technology and  with over a decade of leadership strategy and operational achievements, he understands what drives customer engagement. In his previous role with HTC Vive, he helped introduce immersive technologies to organizations across a range of industries, including architecture, engineering, construction, education, training/simulation, entertainment and healthcare.


About Immerse

Immerse is a virtual reality technology company headquartered in London that has developed the Immerse Platform. Built for enterprise from the ground up, the Immerse Platform enables companies to create, scale and measure virtual reality training. 


With clients in a wide range of industries such as FMCG, oil and gas, pharma and life science and power and utilities, using the Immerse Platform enables companies to train and assess their employees in radically new ways maximizing human performance and the employee experience. 


Media inquiries
Amber Stafford at Zebra Partners:

amber@zebrapartners.net or 206-353-4751


* Source: The Effectiveness of Virtual Reality Soft Skills Training on the Enterprise PWC, June 2020


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