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

This publications was produced by our Energy Committee.

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Authors & Contributors:

  • Mr. Suhas P Bhagwat, Avroglide Consultants

  • Mr. David Moreno, Virtualware

  • Mr. Walter Davis, Aggreko

  • Ms. Sophia Moshasha, VRARA Washington DC Chapter

  • Mr. Ray Deatherage, GTI

  • Mr. Eduardo Neeter, FactualVR

  • Mr. Nick McKee, Cyan Stone Innovation

  • Mr. Tim Allen, Oberon Technologies, Inc.

This white paper is broken into the following parts:

  • Introduction

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

  • Relevance of VR AR for Energy Sector

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

  • Sample Use Cases for Energy Sector

  • Concluding Remarks

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

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

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


Thank you to our Sponsor!

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

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The VR/AR Association launches the AI/ML and Digital Twins Industry Committee with Executives from Dell and SoarTech as Co-Chairs

We are excited to launch the AI/ML and Digital Twins Committee, which will serve as a resource to promote the application of Digital Twins with AI/ML in confronting the challenges posed by the digital transformation across industries. The committee will enable the sharing of best practices and information as well as curate industry relevant case studies.

And we are thrilled to have Kristie Romer of Dell, and Teresa Speck of SoarTech appointed as Co-Chairs to help us lead our global community.

The Committee will meet every month and we invite you to participate! Check Schedule and attend here or email info@thevrara.com to be added to the meeting invites.

Dell Federal and I are excited to co-chair the VRARA AI/ML and Digital Twins committee. We look forward to actively collaborate and connect with companies globally to further promote innovation from all areas around VR/AR/Digital Twin.
— Kristie Romer Major Account Manager-Army, Dell Technologies
As the Co-Chair of the Artificial Intelligence/Machine Learning/Digital Twin committee of the VRARA, I promote the responsible development and use of tools that enhance human capabilities. 
— Teresa Speck, Director of Strategic Partnerships, SoarTech

Kristie Romer Bio

Kristie Romer is a Dell Federal Major Account Manager, Army. This position is a consultative role to help transform and modernize Army’s approach to managing data from capture, collection, and analytics in order to increase the advantage for our Warfighters whether in training or in battle. Aside from the Dell resources Ms. Romer has access to, her collaboration with leading technology providers of all sizes is imperative to completely fulfill the Mission. Ms. Romer has a degree in Technical Management, 12 years’ history of working in the information technology industry with the federal government as well as 7 years as board member for a cyber security consulting firm. She is skilled in Enterprise Solutions, Strategic Partnerships and Professional Services. Ms. Romer is known for her mission centric approach for long term initiatives to modernize how the Military improves its offensive and defensive capabilities.

Prior to joining Dell Federal, Ms. Romer pioneered the cutting edge technology of biometrics for identification management. This engineering brake through called Live Scan allowed law enforcement and private sector to rapid ID persons of interest using fingerprint, iris, and facial recognition against custom algorithms. This advanced technology is now the standard for all of law enforcement throughout the country.

Ms. Romer has always had an entrepreneurial spirit and drive for innovation. She is honored to use her knowledge and experience to serve Dell Federal and the community we serve. Now as the newly co-chairperson of the AI/ML and Digital Twins committee of the VRARA, Ms. Romer promotes delivering and brokering technologies and tools to productize solutions to the government around Digital Twin, Artificial Intelligence and Machine Learning.

Teresa Speck Bio

Teresa Speck is SoarTech’s Director of Strategic Partnerships. In this position, Speck collaborates with government and industry to bring SoarTech innovations and solutions to Warfighters. Whether in government teams or with industry, Teresa knows partnership is important to everything SoarTech does.

Speck is an experienced executive whose experience includes the many various facets of Federal Government contracting from relationship building to managing programs in close coordination with brilliant specialized experts. With over 15 years of Army intelligence and federal government contracting service, Speck is widely known for her knowledge and guidance on Other Transaction Agreements (OTAs), the Federal Acquisition Regulation (FAR), and non-FAR-based acquisitions. During her military service, Speck served as an Intelligence solider for various impactful agencies giving her a deep understanding of the relevance of her work.

Today, Speck is honored to use her vast executive and frontline experience to serve SoarTech and the community. As the co-chair of the AI/ML and Digital Twin committee of the VRARA, Speck promotes the development of techniques and tools that enhance the offering of Artificial Intelligence and Machine Learning as well as Digital Twins.

About Dell Technologies

Dell ranks among the world’s largest IT Infrastructure and solutions companies. Dell continues to Digitally Transform how big data is managed & analyzed with focus to improve machine learning solutions for predictive analytics and modeling for ML and Digital Twin. Dell Federal leads in IT infrastructure, data, and chain of custody security exceeding all US Federal security requirements. Government and industry partners have access to thousands of technical resources directly with Dell, OEM partners, system Integrator, VARS’s, strategic distributors for solutions ranging from high-end compute, cloud services, to machine learning to name a few.

About SoarTech

SoarTech is leveraging a talented and growing team of engineers and scientists to develop innovative, human-centered AI solutions for the military’s toughest problems. 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 government teams or with our clients, partnership is important to everything we do. SoarTech employs knowledge leaders in research and engineering to create unique solutions that save time, money, and lives.

Making Mines Safe And Productive With Virtual Reality Training

The dangers of mining operations are very well known and inadequate training is often a root cause for many mining fatalities. Hands-on training in an actual mining environment provides only limited real-life opportunities, however virtual reality-based training can expose the workers to real-world working conditions without the associated risks.

Hence there is a strong demand for Virtual reality (VR) in the mining industry, especially for solutions that can help in training the mining operators effectively to improve safety, increase productivity and reduce costs.

VR training in mining allows training the entire team of mining operators, workers, managers in order to make the entire mining process safe and more effective. Training in VR makes it possible to allow teams to practice their skills before they start working in real-world mining sites.

The potential of VR training in mining is truly infinite. With even more advancements in VR technologies, it will not only help mining related companies in planning better strategies but also lead to a safer work environment for everyone involved.

As one of Asia's leading VR training & simulation companies, Tecknotrove has vast experience in developing cutting edge solutions for the mining industry for both surface mines and underground mines. Tecknotrove develops customised virtual training solutions for critical training applications for the mining industry.

“We develop fully customised VR training solutions that are capable of offering immersive learning experiences which can directly lead to higher productivity and efficiency in mining operations”, said Shantanu Gupta – Director Tecknotrove Systems.

Tecknotrove has worked with some of the largest mining companies in the world including Debswana Mines, Rio Tino, and Sesa Goa. They also work with some of the largest OEMS, including Komatsu, Caterpillar, BEML, and Volvo.

TecknoSIM VR training solutions are being used in numerous scenarios by the mining industry, including:

Mine site familiarisation training.
Emergency preparedness training.
Working in confined spaces training.
Training on equipment familiarisation and operations.
Training on machine inspection maintenance.

How does VR training work?
By putting on the VR headset, one experiences a virtual environment that is similar to the mining site. New trainees and recruits get a better understanding of what is expected of them and how to handle different work situations. They can inspect every part of the site and even interact with the different virtual objects around them which directly leads to higher learning retention and better results.

Experienced workers get trained on advanced skills and emergency situations. Custom mines developed in virtual environments which are actual replicas of mine sites are being used for accident reconstruction, emergency preparedness and safety training.

The mining industry is also using VR for scenario based training. Three large-screen projection units create a virtual replica of the mine. The programme is scenario-based and requires trainees to answer various safety-related questions as they manoeuvre through the mine. Trainers interact with the trainees monitor the progress of the training programme.

Contact

Name: Payal Gupta

Email Address: payalgupta@tecknotrove.com

Website URL: https://tecknotrove.com/

C3 Pathways, Inc. joins the VR/AR Association in furtherance of the C3 mission to save lives

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Training law enforcement, fire, and EMS for critical incident response – incidents like active shooter events, bombings, and other violent attacks – cannot wait for a convenient time. “This training saves lives and is essential, but you must meet emergency responders’ needs within their restrictions,” says Bill Godfrey, CEO of C3 Pathways.

Located near the University of Central Florida, the Oviedo (FL) company provides responders hands-on training to integrate their emergency response and achieve better outcomes, something the company has been doing since 2004.

Better outcomes means saving lives.

C3 Pathways uses 3D simulation and virtual reality to accomplish the complex training, a blend of live-action and virtual reality with face-to-face and radio communications. Says Godfrey, “We started working with Unity in 2008, adding multiplayer capability to put 50+ emergency responders in the same scene. In 2010, we put it in the classroom with amazing results, adding features ever since.”

The COVID Pandemic created a new challenge to conduct hands-on training remotely.

Explains Godfrey, “We were stuck. Our existing 3D platform was not designed for the Internet and requires higher-end hardware. Platforms like Zoom and AltspaceVR do not have the functionality we needed. We had to create a new platform from scratch and fast.”

C3 Pathways operates the National Center for Integrated Emergency Response (NCIER®). In November 2020, a photo-realistic firstperson virtual training campus launched enabling hands-on remote training for law enforcement, fire, EMS, emergency management, and 911 dispatch. It is called NCIER® Campus. Through NCIER® Campus, C3 instructors continue their mission to deliver experiential, hands-on training to America’s first responders – only now it is remote.

Instructors can facilitate up to 100 participants in NCIER® Campus. Photo-real avatars are created from participant photos. Positional audio enables normal conversation by walking up to someone and talking, while the 7-channel radio emulates public safety radios. The auditorium is surrounded by 12 breakout rooms with incident scenes, command posts, an emergency operations center (EOC), and 911 Dispatch.

Says Godfrey, “Our mental model for NCIER® Campus is a real-world training center. We want it to feel familiar, like you have been here before. Your mind quickly tricks you into believing you are there. That lets the instructors interact with participants almost as easily as being there, to literally point things out, correct mistakes, and coach them to better performance. Importantly, this is all in the context of a live scenario mimicking the chaos and confusion of a real-world incident. It is an amazing experience.”

C3 Pathways joined the VR/AR Association to continue exploring cutting-edge solutions. “Some things require face-to-face training and probably always will, but that list is getting shorter,” says Godfrey. “The VR/AR Association is a key player in VR research and education. This relationship will better support our development efforts and sharing with others in our mission to help save lives.”

For more information, please contact Steve Williams at info@c3pathways.com or (407) 490-1300.

DDI and Strivr partner to pioneer leadership development in Virtual Reality

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Leaders will be able to build and sharpen their leadership skills like never before by immersing themselves in deeply realistic simulations, thanks to a partnership between DDI and Strivr

The partnership brings together DDI’s decades of experience in leadership development with Strivr’s market leadership in virtual reality-based (VR) immersive learning. Through the partnership, companies will be able train their leaders in key leadership skills through a combined immersive and peer discussion format. The first virtual reality scenarios DDI and Strivr have developed include resolving conflict and driving change, and are powered by Strivr’s Immersive Learning Platform. 

”This partnership gives leaders an opportunity to have a meaningful, cutting-edge virtual reality experience that helps them build their skills by actually applying them in a real-world setting with simulated interactions,” said Tacy M. Byham, Ph.D., chief executive officer of DDI. “Virtual reality is often used to train people on hard skills, like safety, operations and tasks like stocking shelves. This partnership with Strivr is creating a new frontier in the development of leadership and soft skills by providing the coursework and scenarios to give participants crucial opportunities to practice.” 

According to DDI’s Global Leadership Forecast 2021, leadership skills such as emotional intelligence, coaching, and driving change are among the most critical for the future. These skills help to prevent burnout, support digital transformation, retain talent, and much more. This data builds on previous research from global HR industry analyst Josh Bersin, a partner in the DDI research and a member of Strivr’s advisory board, that points out the ‘power skills’ of the future are not technical, they’re actually behavioral.

“In a time when workforces are more dispersed and potentially more disengaged than ever before, rapid and effective skills development for leaders can be the key to ensuring their businesses succeed,” said Derek Belch, founder and chief executive officer of Strivr“Together with DDI, we are enabling organizations to address these challenges head on through an immersive learning platform that delivers critical and scalable VR experiences to build and elevate leadership performance.” 

The programs work by combining digital learning with realistic practice in VR. 

Within the virtual reality experiences, participants may face more challenging, focused scenarios than in traditional partner-based practice. In particular, they may deal with highly emotional situations, which are common in real life, but tend not to come up in a partner-based role playing. In addition, participants can record and play back the scenario to review their performance.

Above all, the scenarios offer a safe practice space, where learners can fail without fear of embarrassing themselves in front of a peer.

DDI and Strivr expect the partnership to be a game-changer for companies that want to use the latest technology to create deeply memorable and effective leadership experiences. With DDI’s award-winning inclusion scenario being covered for its potential to change corporate America, and Strivr’s platform having powered nearly 1.5 million learner sessions in VR, companies can now leverage these powerful tools to help their leaders cement crucial new skills and elevate the leadership cultures within their companies.

To learn more about Immersive Learning, and hear from DDI and Strivr experts on their approach to building leadership skills through VR, sign up for this live webinar on May 6th @ 10am PT / 1pm ET.

Virtual Reality Project Launched to Help Underserved Population Find Employment

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BOSTON, MASSACHUSETTS, APRIL 1, 2021Link To VR, an VR/AR media agency has partnered with Viability, Bodyswaps, CleanBox and the Massachusetts Rehabilitation Commission (MRC) to deliver Project (VR)², a virtual reality training initiative designed to provide vocational rehabilitation services to individuals with disabilities and other societal disadvantages. This first-of-its-kind project will help people who are chronically under-served and marginalized build the vital skills required to advance their ability in gaining and maintaining employment. "In addition to leveraging technology which can increase the speed of training by over 400% (PwC), Project (VR)² delivers content in a way that participants find both fun and engaging,” said Edward Zemba, CEO, Link To VR. 

Link To VR, an XR media agency in Boston, MA was hired by Viability, Springfield, MA a human service provider, to deploy the innovative VR training program. London-based Bodyswaps, was selected as the immersive learning platform for the project. Bodyswaps offers a soft-skills simulator much the same way companies such as Boeing leverage flight simulations. “In VR, learners are able to take risks and try new things without the fear of judgement. It’s helping them overcome their fears, build confidence, gain skills, and begin to advocate for themselves.” says Kristin Rotas, Viability Director.

Link To VR worked with Oculus Business to leverage their business-class version of the Quest 2 headset. In order to ensure a safe and effective deployment during COVID-19, Link To VR also brought in Nashville-based, Cleanbox Technology as a partner in the project. Cleanbox uses UVC rays to eradicate 99.999% of viruses, bacteria, and fungi, essentially decontaminating the headset for reuse.

Project (VR)² expanded significantly when the MRC provided assisted funding. The growing collaboration seeks to inspire this new training initiative and encourage other states to bring about technological changes to their current rehabilitation efforts. To learn more about Project (VR)², contact Shaily Prajapati at shaily.p@linktovr.com, or register here to attend a free virtual event outlining the collaborative effort on May 25, 12:30pm (EDT.) A highlight video of the Project (VR)², can be found here: https://www.youtube.com/watch?v=yQw-2eEErRc


Project (VR)² Partners: 

Viability (www.viability.org) is a community-based human-services agency providing employment services, vocational and life-skills training, and other supports to more than 4,000 individuals across five US states. Viability is committed to helping build a world where individuals with disabilities and other disadvantages can realise their full potential. 

Contact: Kristin Rotas, krotas@viability.org

Link To VR (www.linktovr.com) is an XR media agency which helps organizations implement growth-based solutions using the VR/AR platform. Link To VR offers in-house development and partnering opportunities to help organizations leverage the transformative technology of spatial computing. Whether it’s on-boarding an organization’s leadership, or designing a custom XR solution, Link To VR is committed to helping their clients leverage the full potential of the rapidly growing XR platform.

Contact: Shaily Prajapati, shaily.p@linktovr.com

The (VR)² Project = Vocational Rehabilitation x Virtual Reality

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How Virtual Reality transforms vocational rehabilitation

LONDON, March 31, 2021

Bodyswaps has partnered with Viability, Link To VR, CleanBox and the Massachusetts Rehabilitation Commission (MRC) to deliver Project (VR)², a virtual reality training initiative designed to provide vocational rehabilitation services to individuals with disabilities and other societal disadvantages. This first-of-its-kind VR project will help an under-served population build the vital skills required to advance their ability to gain and maintain employment. 

As part of the programme, individuals are invited to take part in immersive simulations where they embody virtual characters and practise their skills in realistic workplace scenarios. This includes practising classic job interview questions and learning to communicate a request with impact and clarity. 

The simulations have been created by Bodyswaps, a London-based Edtech start-up specialised in soft skills training. Bodyswaps leverages VR and AI to empower learners to practise autonomously, in a safe environment and, uniquely, to watch themselves back from a new perspective. 

As Kristin Rotas, Viability’s director, put it “In VR learners are able to take risks and try new things without the fear of judgement. It’s helping them overcome their fears, build confidence, gain skills, and begin to advocate for themselves.”

For Bodyswaps’ CEO Christophe Mallet, "The emotional impact of VR is what gets people engaged but it's this approach of encouraging exploration through mistakes and self-reflection that really builds the confidence necessary to change one's behavior. That ultimately is what will make the difference in an interview or unexpected work situation.”

With (VR)², Viability can give its members with disabilities a chance to break the barriers to employment access and inclusion. This can change their outlook on earning a living, having a sense of purpose and, more generally, contribute to societal equity.

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About the partners

Partners of the virtual collaborative include Link To VR, Bodyswaps, CleanBox and the Massachusetts Rehabilitation Commission (MRC).

Through the help of firms such as Link To VR and CleanBox, Viability has safely deployed the VR project in the midst of Covid-19. CleanBox uses UVC rays to eradicate 99.99% of viruses, bacteria, and fungi, essentially decontaminating the headset for reuse.

To help manage the deployment, Viability called on Link To VR, a leading spatial computing company with offices in Boston, MA. 

To learn more about Project (VR)2, contact Kristin Rotas at Viability, krotas@viability.org, or register here to attend a complimentary online event highlighting the collaborative effort on May 25 at 4:30pm (GMT).

About Viability

Viability is a community-based human-services agency providing employment services, vocational and life-skills training, and other supports to more than 4,000 individuals across five US states. Viability partners with more than 600 employers and leverages community resources to overcome barriers with a mission of helping to build a world where individuals with disabilities and other disadvantages can realise their full potential.

About Bodyswaps

Bodyswaps is an award-winning immersive learning platform designed to deliver lasting behavioural change. Bodyswaps’ VR solutions create a safe space where learners can practise soft skills, with AI-enabled analytical feedback to accelerate personal development. Since 2019, London-based Bodyswaps has helped a wide range of organisations deliver measurable value by building more empathic workplaces and fostering greater inclusivity.

For more information, visit www.bodyswaps.co or follow us: Linkedin (BODYSWAPS) and Twitter (BODYSWAPS_VR). 


Press contact

Sabine Maerky

87-91 Hackney Road

E2 8FE, London, United Kingdom

sabine@bodyswaps.co

Pico Interactive Supports Consumer VR Development for Asian Market with Pico Studios Division

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Today Pico announces that its publishing division – Pico Studios – is partnering with top global developers to bring its 6DoF VR apps and games to consumers in Asia. Pico’s closure of its recent $67.23 M B and B+ funding rounds helps Pico Studios achieve its mission of bringing quality VR games from global developers to the Asian market.

With the rise of 6DoF experiences, Pico Studios now allows developers to release their content onto the Neo 2, Neo 2 Lite and future 6DoF headsets – like the Neo 3. Currently, more than 400 apps have been launched on the Pico Store already. 6DoF games that consumers can download from the Pico Store include SUPERHOT VR, Angry Birds VR: Isle of Pigs, OhShape, Sairento VR: Untethered, Death Horizon: Reloaded, and Racket: Nx.

Developers encouraged to submit apps for Pico’s 6DoF headsets for consumers to use in Asia

SAN FRANCISCO – March 31, 2021 – Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, announces that its publishing division – Pico Studios – is partnering with top global developers to bring its 6DoF VR apps and games to consumers in Asia. While Pico Interactive focuses on enterprise solutions for businesses in the West, the publishing arm gives consumers in Asia a way to purchase games for Pico’s 6DoF VR headsets.

Pico’s closure of its recent $67.23 M B and B+ funding rounds helps Pico Studios achieve its mission of bringing quality VR games from global developers to the Asian market. It also allows game and app developers to introduce their products to a brand-new audience – enabling them to earn more revenue.

Pico Studios has launched more than 400 apps on the Pico Store already. With the rise of 6DoF experiences, Pico Studios now allows developers to release their content onto the Neo 2, Neo 2 Lite and future 6DoF headsets – like the Neo 3. Currently, the 6DoF games that consumers can download from the Pico Store include SUPERHOT VR, Angry Birds VR: Isle of Pigs, OhShape, Sairento VR: Untethered, Death Horizon: Reloaded, and Racket: Nx.

“With our Pico Studios division and B and B+ funding rounds, we’re expanding our consumer offerings in Asia and supporting developers by helping with app and game porting, lending out dev kits, supporting app and game localization, setting up servers for multi-player games, providing monetary assistance and delivering SDKs,” said Jessie Zhang, senior director of Pico Studios. “As we continue to work with development studios in the West to release not only fan-favorite games but also new, innovative ones, consumers in Asia will have a large supply of entertainment accessible right from the Pico Store.”

Developers are welcome to submit their 6DoF creations for the Pico team to review. If accepted, the app will be listed on the Pico Store and become accessible to the growing audience of Pico users in China, Japan and South Korea. To submit or inquire for more information, email content@pico-interactive.com.

 For more information on Pico Interactive, visit www.pico-interactive.com. For more information on Pico Studios, follow us on Twitter at @Pico_Studio.

 

About Pico Studios

Pico Studios, a division of Pico Interactive, partners with global developers to bring their games and apps to new audiences in Asia. The team helps developers increase revenue by getting their content in front of an emerging audience of consumers that are eager to try the best games and apps on the Pico Platform. Pico Studios provides publishing and go-to-market services to ensure developers’ apps get seen and played. Pico Studios publishes VR experiences to the Pico Store on both 6DoF headsets, like the Neo 2 and Neo 2 Lite, and 3DoF headsets, like the G2 4K. To learn more, email content@pico-interactive.com.

 

About Pico Interactive

Pico Interactive focuses on innovative VR and AR solutions that 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 Pico Interactive

321-236-0102 x233

eanschuetz@uproarpr.com


Jason Palmer appointed Co-Chair of our Travel and Tourism Committee

We are excited to have James Palmer co-chair our Travel and Tourism Committee!

(Join us for our next Online Meet on April 7th with two guest speakers: Gal Hanna, Director of Tourism for Israel & Jerry Grymek, Vice President LMA and VP, Travel Media Association of Canada. Email info@thevrara.com to be added to the invite!)

As the Director of New Media at Winged Whale Media, it’s Jason’s responsibility to help transform the client’s vision into something that will make a difference. A background in digital communications from the University of Waterloo in Canada, Jason spent the last 10 years in content creation with traditional media in videography and photography. Jason has spearheaded the use of 360 degree VR video content for clients across the travel and tourism industry for major hotel brands, national tourism boards, and cruise lines.


The Travel and Tourism industry is typically very slow to adopt new technologies and processes. I am really looking to bring the benefits of VR/AR training and education into mainstream travel trade thinking. Travel and Tourism has been hit particularly hard by Covid. Covid has presented a great opportunity for distance learning and upscaled learning and VR/AR can become a major part of that. The travel industry needs to reimagine itself in times where travel has become much more complicated and in some cases dangerous. Through industry engagement, speaking engagements, trade shows and presentations we can help do that.

James Palmer

Lucid Reality Labs Joined Varjo Software Partnership Program

Lucid Reality Labs has joined Varjo Software Partnership Program which aims to expand the boundaries of innovation in cooperation with top developers worldwide, allowing partners, integrators and software providers to create next level VR/AR solutions. The program allows applicants to receive integration support as well as early access to Varjo developed software, as well as qualify to receive a free Varjo VR-2 or VR-2 Pro device for their further software solutions development.

With this partnership Lucid Reality Labs is planning to bring an unparalleled level of immersion, visual fidelity and accuracy to the Virtual and Mixed Reality training and simulations created for Healthcare, Pharma and Education industry clients.

Varjo immersive VR devices allow to optimize processes, build unique experiences to enhance the workflow and are compatible with a variety of software and 3D platforms for experience development. The development is supported for both Unity in the XR SDK environment and Unreal SDK development and migration, it is also possible to use Varjo Native SDK build immersive experiences.

The Varjo Technologies, founded in 2016 has launched a number of headset devices to revolutionize the way immersive experiences are designed and built. Varjo has allowed developers to create natural mixed and virtual reality experiences with their series of human-eye resolution VR and XR headset, and has been striving to push the experiences further.

In their March 4, 2021 Press Release, announcing the beginning of shipment of their next generation XR-3 and VR-3 headsets, Urho Konttori the VARJO Co-Founder & CTO says:
“Thanks to a lower price point, coupled with the absolute best technology available, such as human-eye resolution at over 70 pixels per degree and LiDAR for seamless depth awareness, these headsets unlock an entirely new set of experiences where users can no longer tell the difference between what is real and what is not. This is an essential factor for driving broader professional adoption and seamlessly integrating XR technologies into users’ daily workflows.”


ALEX DZYUBA, LUCID REALITY LABS CEO
“With the rapid development of VR device technology we are moving closer to the next generation of immersive experiences. We have already entered the realm of new realism and engagement in spatial technologies.”

Contact

Name: Alex Dzyuba

Email Address: alex.dzyuba@lucidrealitylabs.com

Website URL: http://lucidrealitylabs.com/

The VR/AR Association welcomes Rahel Demant as Co-Chair of VR AR Women

We are thrilled to have Rahel Demant help lead our VR AR Women community!

Join our Online Meets to learn from and get inspired by Rahel and other women working in our industry!

Rahel is the Co-Founder of VR First, a global network organization of over 850 universities and 410 Science Parks. Since its foundation in 2016, she has led the program to a network of thousands of developers. The mission: to democratize VR/AR development worldwide through VR First’s various support programs. Since 2020, she's heading XR Bootcamp, an academy for advanced VR/AR development. XR Bootcamp is a global online academy, offering cutting-edge VR/AR development courses to experienced developers and researchers. Our masterclasses are engaging and reinforcing deep learning through hands-on real-world projects and digestible bite-sized content. Curricula are developed by professionals and taught by the world's best experts. XR Bootcamp further supports the VR/AR Creators community with free and open access to knowledge, peer-to-peer learning, and networking opportunities. XR Bootcamp alumni work at companies like Accenture, Boeing, Magic Leap, Microsoft, Siemens, Riot Games, IBM, and Dell.

Since 2016, I'm working with higher education institutions for VR/AR engineering and development. Since then, the number of women learning VR/AR has been incredibly low - making them miss out on many opportunities and a high growth sector. My mission is to making tech and learning more accessible through the development of shorter and part-time programs. I'm looking forward to connecting with many women in the sector and supporting anyone to advance in their careers. - Rahel

Oberon Technologies, Inc. is pleased to announce that they have become the newest member of the VR/AR Association

Along with the VR/AR Association, Oberon Technologies is dedicated to sharing insights and  innovative training solutions that can help organizations realize the value of virtual reality. As a member of the association, Oberon will participate with other VR/AR organizations in key committees, contribute to research papers and share client case studies to help accelerate the adoption of VR for Training within the Energy and Manufacturing industries, while helping to drive the overall growth of the VR/AR market.   

Recognizing the tremendous safety and efficiency improvements that VR solutions can provide its clients faced with hazardous and costly training environments Oberon expanded its information solution offerings to now include immersive Virtual Reality applications that take training to new levels of efficiency.  For more than a decade, Oberon has helped clients address the content complexities of their Digital Transformation, now with the addition of virtual reality experiences and a dynamic content delivery platform Oberon architects and delivers innovative, holistic information and training solutions to our clients.

It’s great to see Oberon join, because our community needs providers of innovative interactive training solutions, and Oberon leverages virtual and extended reality technologies coupled with state-of-the-art information delivery for environments where safety, security, or efficient cost of delivery is critical,” says Kris Kolo, Global Executive Director, VR/AR Association.

We are excited to be part of the VR/AR Association and to learn and interact with fellow members as we explore ways to better serve our clients and help them more readily adopt VR/AR technologies to improve their businesses.  Working with innovative leaders like Exelon, Schneider Electric, and Navistar among many others we feel it’s critical to be part of communities like the VR/AR Assoc to help us stay on top technology advancements like those initiated by any of the VR/AR members,” says Tim Allen, CEO and President, Oberon Technologies, Inc. 


Recap: VRARA Enterprise Forum Showcases VR/AR in Business and Industry by Jon Jaehnig of AR Post

By Jon Jaehnig

The VR/AR Association Enterprise Forum took place virtually on March 17. The one-day marathon event drew together a number of the usual suspects, including Varjo, Lenovo, and Microsoft, all of whom hosted keynotes. In addition to keynotes, the event featured a number of expert talks and panel discussions.

Enterprise VR/AR: Before, During, and After the Pandemic

One less-than-shocking trend at the Enterprise Forum, as well as other recent digital events, involved echoing the sentiment that enterprise VR/AR has exploded in recent months. This is an objective fact that typically comes with the prediction that the technology won’t go anywhere when coronavirus distancing and travel restrictions lift.

“Through this very difficult time that we are all going through, which seems to be gradually coming to an end, this industry has been catapulted more quickly than any of us could have imagined,” said Cathy Hackl, futurist and Global Advisor to the VR/AR Association. “I’m excited to see where we’re going. Enterprise has really taken off from an adoption standpoint.”

Virtualware CMO David Moreno, in the same welcome address, suggested that the growth of these technologies would continue. Speakers throughout the enterprise forum agreed that the faster, more affordable, and more environmentally friendly remote collaboration would not soon disappear simply because conventional travel is allowed again.

“Enterprises are creating a new reality of work,” Microsoft Canada’s Azure Mixed Reality Lead Sean Graglia said in a later keynote. “MR is here to stay. It’s adding value today and it’s positioned to add even more value on Microsoft.”

How Enterprise Leverages VR/AR, According to Microsoft

Graglia wasn’t just at the enterprise forum to shill Microsoft. As one of the industry’s rare multinational end-to-end powerhouses, Microsoft has potentially unparalleled access to real numbers and use cases across a huge swath of enterprise verticals and Graglia shared a few of them in his keynote.

“As the technology has matured, so too has the portfolio of use cases that the technology is being used to address,” said Graglia, pointing out huge growth particularly in education and health fields.

Specifically, Graglia identified six key use cases that were not only increasing in adoption but beginning to merge and overlap as industry adopters expand how they use VR/AR. Those key use cases are:

  • Remote Collaboration;

  • Guided Training;

  • Training and Simulation;

  • Sales and Marketing;

  • Design and Prototyping;

  • Contextual Data Overlay.

This kind of convergence of use cases is partially because of the versatility of VR/AR, but it can also arise organically in companies that aggressively pursue it. In last year’s virtual GDC series from VIVE, Amy Peck pointed out that a virtual asset created through remotely collaborative design and prototyping can then be reused for training, sales, and beyond.

Announcements

Varjo representatives gave a keynote focusing on their new VR and MR headsets which recently started shipping.

Updates From Lenovo ThinkReality

Lenovo ThinkReality representatives gave a keynote focusing on the new A3 AR glasses announced at CES. However, the company is still keeping quiet on often-asked questions like release date and price points, though Lenovo’s AR/VR Hardware Project Manager Mike Lohse hinted at some potential features including battery packs and expanding hardware compatibility.

“Some of our current customers with our A6 want to do that 8-hour shift, and we want to find solutions that allow them to do that,” Lohse said in a call with ARPost after the forum. “The glasses themselves don’t have their own power source, they rely on the host device, which is also running its own applications.”

Material from ThinkReality affirms that the enterprise version of the glasses is only compatible with select Motorola phones, which act as a controller and keyboard through a companion app. However, subsequent releases may have a wider range of product compatibility, as suggested by Lenovo’s AR/VR Software Product Manager Mayan Shay May-Raz.

“It’s been our plan all along, but we’re very dependent on the XR services that are on the flagship phones,” Lohse said on the call. “Right now, we really only know what Motorola has and does so we can really crawl into that situation… in this case, we’ve really been able to drive a lot of internal support.”

May-Raz also commented on the ability of the glasses to access virtual content, as well as 2D content in a 3D manager. One major application of the glasses, particularly the cabled PC edition, will be virtual screens. This application will feature the ability to have screens remain in a user’s field-of-view, or be pinned to locations in the physical world.

Qualcomm Exploring Perception Algorithms

During the same keynote, Patrick Costello, Senior Director of Business Development at Qualcomm, commented on the chips that the company provides to ThinkReality that split processing between host and client devices for smaller form factor, better battery life, and lower heat output.

“We’re spending a lot of time exploring algorithms, particularly perception algorithms, and harnessing those to use less power,” said Costello, who also said that Qualcomm chips reduce power consumption by as much as 36%.

The Enterprise Forum Is Over but VRARA Returns in June

It’s been a busy cycle for VR/AR. The organization’s larger VR/AR Global Summit is coming in June.

Last year’s Global Summit saw huge news including HP’s launch of the Reverb G2 Omnicept, as well as ThinkReality’s first teaser for their A3. With the crazy year that VR/AR has had since then, we can only expect that this year’s Global Summit will be huge as well but this year’s Enterprise Forum was enough to hold us over until then.

Wool & Water joins the VR/AR Association and will share its 2021 Shoppers Study

Chicago & New York, March 23, 2021 – Wool & Water is excited to be one of the newest members of the VR/AR Association and looks forward to joining other partner organizations and participating in the association’s initiatives. Wool & Water’s Justin McAneny will co-chair the Retail Committee as well as sharing Wool & Water’s expertise with members that drive the adoption of VR/AR technologies.

“We couldn’t be more excited to have Wool & Water join the VR/AR Association. While we’ll always appreciate VR and ARs place in gaming, having more organizations drive its usage into B2C applications such as retail, automotive and energy is a positive for anyone involved in mixed realities," Kris Kolo, Global Executive Director, VR/AR Association. 

Wool & Water is the first group dedicated entirely to transforming organization’s omnichannel retail footprints with shoppable VR/AR experiences. Its proprietary Extended Retail® offering bridges the physical and digital storefronts to provide shoppers with the confidence, convenience and selection they require. 

“There is no better organization to drive the meaningful, thoughtful advances of VR and AR than the VR/AR Association with its thousands of members and who’s who of innovators,” said Bodzewski. “Our team is thrilled to join these leaders with our goal of driving the same type of adoption of shoppable B2C VR/AR experiences that are more than gimmicks as the VRARA has been able to do within B2B.”

Wool and Walter did a study on 1,031 US Shoppers in 2021 and their shopping habits in-store, online and of course what it means for VR/AR. There are some eye openers for our industry:

  1. 68% of your "average" US shopper reported using VRAR in last 30 days (wow!)

  2. 83% would be more likely to purchase from a company offering AR than one that does not (WOW!)

A study like this frankly doesn't exist yet at this scale (1,000+), recency (2021) and focus on all three ways to shop. VRARA Members will receive a copy of this study.


For more information please visit www.thevrara.com

For more information about Wool & Water LLC please visit www.woolandwater.co

The metaverse from Ready Player One is actually happening

by Kelsie Foreman

If there’s one thing that Phil Barrett, president of the VR/AR Association Utah Chapter knows, it’s that reality technologies like AR, VR, and HR are going to be bigger than the development of the smartphone.

“The tech isn’t quite there yet, but virtual and augmented reality is going to be a substantial tech channel for consumers, and it’s going to [happen] in the next five years,” he says.   

By Barrett’s estimations, the industry is going to be worth $21 billion just three years from now, up $3.9 billion from current numbers. The rapid increase, he says, is due to huge advances in technology that allow consumers of all backgrounds to access new reality experiences, as well as an influx of companies working to build out the types of experiences that consumers want. 

“Up until just recently, if you wanted to have a good experience you needed a $2,000 gaming computer and a $600 headset just to get started,” Barrett says. But thanks to the addition of the LIDAR sensor―which “maps” rooms for virtual or augmented elements―on the iPhone 12, as well as commercialized VR headsets like the Oculus, reality experiences are more accessible than ever.

As a result, we’re seeing the tech get incorporated into everything from Snapchat filters―a perfect example of augmented reality―to e-commerce shopping experiences, virtual workspaces, and gaming environments.

Augmented reality is transforming e-commerce

“Everything will shift,” Barrett says. “Even buying cars is shifting from going to a dealership to buy to buying fully online.” Barrett is referencing experiences like VR car showrooms that allow customers to test out vehicles virtually before purchasing―a good example of how the industry is evolving. 

It’s not just car companies adapting to the tech, e-commerce businesses are quickly shifting their websites to meet the demand for trying products “on” online. “[Pokemon Go] made it fun to see augmented reality in the real world,” says Jon Cheney, CEO and founder of SeekXR, which started out as a gaming platform. “And so we decided to make an app that would allow you to go treasure hunting in augmented reality. Hence the name Seek.”

But after the initial buzz began to wear off Cheney shifted his business model once again. “We ended up sunsetting the [treasure hunt] app and became more B2B focused instead. Now, Seek allows brands to put AR functionality directly on their mobile website instead of forcing the user to download some third-party app to access AR.”

His investors questioned the transition―”[They asked] why are you going away from [things like] Pokemon Go? We like Pokemon Go,”―but it ended up being the right decision. “Pokemon Go kind of died as fast as it came,” he says. “ We just knew that [the e-commerce] business model would be better in the long run.” 

Cheney was right. Studies show that 83.1 million people throughout the country used AR to shop online or do something else in 2020. “Whether [consumers are] looking at a watch, shoe, or a piece of furniture, they just want to see what an item looks like in their home and in their life when they buy it,” he says.

These kinds of virtual clothing try-ons and car showrooms have been an incredible way to shop during the pandemic―it should come as no surprise that COVID-19 has been a huge driver of innovation in the field. “Within a number of years, probably less than five, you’re going to be able to wear contact lenses and they’ll actually project information about things like how fast you’re driving and what the sale items are at the grocery store,” Barrett says. 

Cheney agrees, adding that it might be possible to one day use the glasses to look at someone you’ve just met in person and do a Google search on their background to use as a reference throughout the conversation.  

The tech isn’t there yet, but it’s come a lot farther than one might think.

Virtual reality workspaces will replace Zoom

Daniel Platt, director of product and programs for vSpatial, a Provo-based VR company, has always been intrigued by the lifestyle of the “nomadic employee.” For Platt, the ideal workspace would be one where he could connect to his team with limited devices and effort while trekking to the remote corners of the globe. “I wanted to build the thing I use to work [while traveling] the world,” he says.

That’s why Platt and his father Richard, the CEO and founder of vSpatial, worked together to make it happen. Using VR technology, they developed software that allows employees to create expansive virtual workspaces in the spaces around them, whether on a train or in the corner of a tiny apartment. With the software, workers no longer have to take hefty desktop computers or laptops home with them, the software allows users to connect remotely to their computers or other devices with only a VR headset. 

Instead of being forced to work wherever a desktop computer delegates, vSpatial allows employees to slip on a virtual reality headset and work with as many monitors as they would like to set up in their virtual workspaces. Once they log off at the end of the day―which in this case is achieved by taking off the headset―the workspace vanishes, taking the clutter of a traditional desk space with it. 

Easier too, are virtual meetings. Employees no longer have to appear on a Zoom call with video shown―something that has been shown to exhaust workers and hurt the environment. With vSpatial, employees can join virtual meeting rooms with avatars that look like them. There’s even spatial audio, says Platt, where employees are able to hear which side of the virtual conference room someone is speaking from without any lag, preventing the awkward pauses that have become customary on Zoom.

Platt says the industry is moving at an alarming speed and that the launch of the vSpatial is the perfect example of where the industry is headed. “We launched on the Oculus Rift in October 2017,” says Platt. The Oculus, he says, was one of the first VR headsets on the market, originally to be used as a niche gaming device similar to the Nintendo Switch. At the time, using the headset for something such as remote work was completely unheard of, so the vSpatial app was not permitted to be available for download in the Oculus store.

“It took a lot of convincing to get Oculus to allow apps that were not games,” says Platt. “That’s changed a lot with this push towards remote work and [greater VR capabilities]. Now, Oculus sees this as a huge opportunity to transform VR into something way more than a gaming platform.”

With large companies like Oculus on board and teaming up with companies like vSpatial, users could use their headsets to train surgeonsattend conferences, and enjoy entertainment experiences like the one James Jensen, founder and CEO of JUMP, is building in Silicon Slopes.

Hyperreality experiences will transform entertainment

Using only a bodysuit and a specialized headset, consumers at JUMP can experience the thrill and excitement of base jumping, without any of the risk for injury. 

Using knowledge from his previous endeavor at The Void, a VR experience company with locations around the country, Jensen was able to create a new type of realities experience that further blurs the lines between what’s real and what isn’t. He calls it “hyperreality” (HR) and unlike VR or AR, the experience is so seamless that the user’s brain has a hard time distinguishing between what’s real and what’s not.

“I always thought, ‘man I wish I could go base jumping,’ it looked like so much fun,” says Jensen. “We wanted to build JUMP so that your body was in control of the experience, just as it is in reality. The machine [we built] watches everything happening around you. It actually watches you, anticipates your moves, and then makes decisions based off of it.” 

The result, Jensen says, is a virtual experience so vivid that it creates real memories as if the experience actually happened. “There’s this combination of visual physical facts as well as visuals, audio, and a whole bunch of other things [that, paired with HR], you can get into this space where you know where you make the reality so real it’s almost captured like a real memory.”

Jensen imagines this is only the beginning. “The industry is really going through its infancy right now. And I hope JUMP really redefines what virtual reality is,”  he says. “Hopefully, [people will see] it’s something bigger than video games or entertainment. There’s a lot coming in the future, we’re literally going to create The Oasis and all of that stuff from Ready Player One.”

Jensen predicts a future where VR, AR, and HR technologies transform countless industries. The field of digital medicine, for one, uses virtual apps such as the one being developed by Akili Interactive―the first FDA-approved video game “prescription” for ADHD in children―to treat cognitive impairments.

“You know, the masses think [these experiences are for] video games and gaming nerds who want to shoot zombies, but it’s really completely different,” says Jensen.

Platt agrees, “It really does give you this power to truly immerse yourself in an entirely different place, just by putting on a headset. The experience is really, really empowering.”

Source

Tobii becomes a member of the global VR/AR Association

VR/AR Association is pleased to announce that Tobii has become the newest member of the global VR/AR Association. As a global eye tracking leader and VR/AR innovation enabler, Tobii will participate in the Association's activities and drive initiatives in collaboration with VR/AR Association and other members in the community to foster the rapid growth of the VR/AR industry.

“We are excited to see Tobii joining the VR/AR Association. As a well-established leader within eye tracking who has launched multiple VR/AR devices and solutions with their partners, Tobii plays a vital role in forming industry dialogues and enabling innovations.” says Kris Kolo, Global Executive Director of the VR/AR Association.  “We look forward to working with Tobii to drive the industry forward.” 

“We are thrilled to join the VR/AR Association. As the world leader in eye tracking, we look forward to driving discussions about how to create better devices and experiences within VR and AR for enterprises and consumers, as well as contributing to a stronger ecosystem for solution providers and developers” says Johan Hellqvist, Head of VR/AR at Tobii.

For more information please visit www.thevrara.com.


For more info about Tobii VR/AR, please visit vr.tobii.com

###

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.

About Tobii

Tobii is the global leader in eye tracking. Our mission is to improve the world with technology that understands human attention and intent. Tobii operates through three business units: Tobii Dynavox makes specially designed computers that are controlled by eye movement or touch screens for use by people with special needs due to spinal cord injuries, CP, ALS or other medical conditions. Tobii Pro develops and sells eye tracking equipment and services used today by more than 3,500 companies and 2,500 research institutions, including 98 of the world’s 100 highest ranked universities. Tobii Tech supplies eye tracking technology for integration into consumer electronics and other products such as personal computers, virtual reality headsets, healthcare applications, and more. Tobii is headquartered in Sweden and is listed on Nasdaq Stockholm (TOBII). The group has over 1,000 employees. For more information: www.tobii.com.essment and training stemming from many years of university research.


Contact

Kris Kolo  kris@thevrara.com 


VRARA Enterprise Forum 2021 – Round Up by John Woods

By John Woods

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

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

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

Varjo Talk Product Design With Mixed Reality

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

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

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

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

Lenovo Discuss ThinkReality A3 Release

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

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

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

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

Microsoft Demonstrates Value of Enterprise MR 

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

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

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

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


Source

VRARA Turkey is now operational!

We are happy to announce that our VR/AR Association (VRARA) is now operational in Turkey.  Through its initiatives of planning, organizing and conducting online and/or onsite events, workshops and seminars, the Turkish Chapter’s goal is;

  • to enable local VR/AR stakeholders, businesses and institutions to become part of a global VR/AR ecosystem;

  • to foster the collaboration between VR/AR specialists, suppliers, prospective clients, users and relevant industries;

  • and to exchange information, knowledge and experiences among technologists, developers, customers, verticals and R&D groups;

We encourage you to join us;

  • if you want to become a member of a global network and take advantage of connecting with worldwide VR/AR communities

  • if you are a VR/AR developer, supplier, solution/product/services/technology provider

  • if you are a researcher, R&D institute or a university adding value to the advancement of VR/AR revolution

  • if you are aware that VR/AR is a key pillar of Digital Transformation and Industry 4.0

  • if you want to help our local ecosystem get together and grow

Since years we’ve always believed and asserted that VR and AR would be part of our daily lives.  Now we are witnessing that.

As the Turkish Chapter we welcome all the relevant persons, institutions and entities, -public and private-, to join our association, not just to witness this transformation and disruption, but also to become a part of it, to be an enabler and an actor together.

See our VRARA Turkey Chapter page here www.thevrara.com/turkey