Why and How to Augment COVID Schooling at Home with Technology such as Desktop-AR

The pandemic has forced students, parents, and teachers to pivot and find ways to learn at home. For most, this either means remote learning through lessons over Zoom, having the parents run home-schooling, or a mixture of both. Even though more family time can be great, students are bound to become bored and distracted (https://www.nytimes.com/2020/04/14/us/school-at-home-students-coronavirus.html), not to mention missing friends and the routine of physically going to school. Even though schools are opening up, there have been discussions that maybe learning at home may still be necessary.

Enter augmented reality. You’re probably most familiar with it through games like Pokemon Go, but there’s so much more that this kind of technology can do for education. (FYI: If you’re thinking of those bulky headsets, gloves, and/or powerful computer setups, you’re thinking of virtual reality.)

Benefits of AR in Education
In terms of ease of use, most students will already be accustomed to the controls to navigate AR apps because this kind of educational technology (or edutech) requires devices that most students already know how to control like a computer desktop, smartphone, or tablet. This means there will be little to no time spent on teaching students how to use the controls. This also means that classrooms and households don’t need to spend more money on learning devices.

When considered in controlled settings, the technology can still offer a lot of benefits to students. Studies in the last few years have shown that AR can encourage motivation (https://doi.org/10.1155/2019/7208494), help students with ADHD (https://doi.org/10.1080/17518423.2018.1476602), and even improve their critical thinking (https://files.eric.ed.gov/fulltext/EJ1230077.pdf), cognitive abilities (http://doi.org/10.3390/app10082948), and social skills (http://doi.org/10.3390/s18072368). Not only will access to available learning materials grow for the general student population, but it also provides more opportunities for students to learn the way they like by customizing their AR experiences.

And when studied exclusively in a remote learning, COVID-era environment, the results are similar. In a May 2021 study (https://online-journals.org/index.php/i-jet/article/view/17895) in Saudi Arabia, results showed that the university students in the virtual classroom using AR showed higher academic achievement and higher acquisition of the design skills taught in the course. Similarly, in a May 2020 study (https://journal.unnes.ac.id/nju/index.php/jpii/article/view/26123) of 111 university students in Indonesia, the results showed that the students had strong improvement in their scientific literacy levels because of the AR-based multimedia used.

Useful AR Apps to add to Your Remote Learning
Here are ideas, by subject, on how to implement some AR apps to become part of the lesson. To note, this will not be an exhaustive overview. There are tons of AR apps on the market now and in beta that can help students in almost any subject.

Science
The science subject is the perfect area to try out AR apps if you’re hesitant or just curious. For biology class, instead of a flat, paper diagram where students have to list the different bones in the body, what if they could see the real thing and get quizzed on its name? With the 4D Interactive Anatomy app (https://www.4danatomy.com), students can “dissect” the body to see the skeleton or the different internal systems, all based on real scans from cadavers.
For astronomy class, what if, along with the videos and pictures from NASA’s Mars rovers, students could “drive” them and see the individual parts in the machinery? Through the JigSpace (https://jig.space) and Desktop AR (https://www.holo-sdk.com) apps, students can do that and more. Both apps can be used for science lessons, but they allow for almost any model to be uploaded into their system for the student to play with and explore.

For the younger scientists, there’s the Quiver app (https://quivervision.com). Using specially designed coloring pages, students can color them in however they like and then the app will bring them to life, just as they’ve colored them, along with facts about the scene. So if you can’t take them to the zoo, why not let them color in a tiger and have it roar on the kitchen table?

English/Language Arts
For students that are reading novels for school and need to discuss the themes of the book, maybe instead of an essay they recreate a scene from the book or make a “better” ending? With the 3D Bear app (https://www.3dbear.io) or the Metaverse AR platform (https://studio.gometa.io/landing), students can create their own 3D scene and share it with the class in AR. Both apps also allow for collaboration so students can work in groups on chapters and then combine them all to create an entire AR movie for the book.
For younger students that can’t read yet or need encouragement reading, the Wonderscope app (https://wonderscope.com/index.html) brings to life the developer’s growing library of AR stories. The students read aloud lines to interact with characters, helping them solve problems.

History
Instead of a history lesson where students just read from a textbook or listen to a lecture, what if they could “travel” to the destinations and “touch” the documents and weapons being discussed? With Google Arts & Culture’s Expeditions (https://artsandculture.google.com/project/expeditions) and the Civilisations AR app (https://www.bbc.co.uk/taster/pilots/civilisations-ar), students can do just that. Teachers can take the class on a virtual field trip and let them touch the artifacts as the historic story unfolds. (Note: Development on the Civilisations app has ended, but it is still available to download and use.)

Math
It’s geometry class and it’s time to learn about shapes. One traditional way is to pull out the graph paper and draw out the axes. But instead of having students plot points and potentially get lost in the grid, why not use AR to build those solids on the dining table so they can rotate them around and see how it looks in reality? With the GeoGebra app (https://www.geogebra.org) you can do just that. You can also give challenges to the students to see if they can build a soup can or the table they’re sitting at in the app. The Shapes 3D (https://shapes.learnteachexplore.com) app is simpler, allowing students to fold and unfold shapes so they can understand how it all works together.
And for the math problems that need to be worked on the page, there’s the Photomath app (https://photomath.com/en/). Just scan any handwritten equation and the app will help you solve it. (Ok, so there isn’t a lesson plan idea for this one. The author just thought it was really cool.)

There are more AR apps for these core subjects and beyond as well. It’s up to the parent or teacher (maybe even the students themselves) to explore and experiment. If you’re home and you have time on your hands, why not? Everyone can learn something new.

More info https://www.holo-sdk.com

Aaron Pulkka appointed as Co-Chair of VR/AR Association Location-Based Entertainment (LBE) Industry Committee

We are excited to have Aaron Pulkka help lead our Location-Based Entertainment (LBE/LBVR) Industry Committee.

Aaron is an interactive entertainment design and production leader with over 25 years of experience with emerging tech, including roles at Walt Disney Imagineering, Sony, Activision, and Two Bit Circus.

He began working on VR/AR at the University of Washington Human Interface Technology Laboratory, where he earned a master's degree in Computer Science & Engineering, before starting his professional career at Imagineering as a Show Designer creating groundbreaking XR attractions for DisneyQuest. Since then Aaron has worked on a wide variety of home and out-of-home entertainment projects for companies large and small, including independently producing award-winning spatial computing apps for Google Tango and Microsoft HoloLens and serving as Head of Attractions for the Two Bit Circus micro-amusement park.

Currently, he works as a freelance consultant and is a passionate speaker on the topics of VR/AR/XR, location-based entertainment, blockchain gaming, and interactive storytelling.

The out-of-home entertainment industry is in the process of bouncing back stronger than ever, after shutting down due to the Covid-19 pandemic. While consumer expectations have increased, so has the demand for transformative social experiences. As Co-Chair of the LBE committee, I am looking forward to collaborating with VR/AR developers and location operators throughout the VRARA community to help each other through this challenging yet exciting time.
— Aaron Pulkka

Download our Africa VR/AR Ecosystem Report

The last two years have been great for immersive technologies. The global pandemic ramped up the use cases for immersive technologies, showing the world how significant these technologies are.

In Africa, we are starting to see a lot of digital immersive solutions, from leveraging Augmented Reality (AR) to enable customers try out furniture before they make a purchase to Nigerian musical artist album launched in Virtual Reality (VR) and Virtual Human Computer Interaction Lab researching in-depth into VR for empathy.

We have also seen a lot of use cases in the education and tourism domains, these show that Africa is becoming an accelerator to more immersive solutions and there is no better time to jump in than now.

At the VR/AR Association, we continuously look for ways to drive the inclusion and exposure of these technologies. The VR/AR Africa Ecosystem annual report is one such way where we showcase companies doing great work in this space, making businesses easily identify key partners to implement their future projects.

The VR/AR Association welcomes Mark Silverman of the International Committee of the Red Cross as Chair for our VR for Good Committee

We are thrilled to welcome Mark Silverman as the chair for our VR for Good committee.

Mark is an advisor to the ICRC’s Director of Digital Transformation and Data (DTD), based in Palo Alto, California USA. In this capacity, he is establishing the ICRC’s presence in Silicon Valley. Previously, Mark served as Deputy Head of the ICRC’s Delegation in Myanmar, helping oversee operations providing protection and assistance to people affected by conflict and violence, and which comprised a budget of $34 million, 500 staff and 10 offices throughout the country. 

Before that, Mark was Deputy Head of the ICRC’s Regional Delegation for the United States and Canada, helping oversee detention activities in Guantanamo Bay, maintaining and developing relationships with the US Government and Congress and cooperation with the American and Canadian Red Cross Societies. He has been with the ICRC since 2007, working as a field delegate in Uganda and the Public and Congressional Affairs Coordinator in Washington. 

Before starting with the ICRC, Mark served as Military and Foreign Policy Advisor for Senator Lincoln Chafee of Rhode Island, then Chairman of the Subcommittee on Near Eastern and South Asian Affairs of the Senate Committee on Foreign Relations. He began working for Senator Lincoln Chafee in 1999, following service in the office of Senator John Chafee. 

Mark received his Bachelor of Business Administration with a concentration in Finance from the George Washington University and his MA in Development Studies from Brown University.

The International Committee of the Red Cross (ICRC) is invested in how to responsibly use digital technologies, including how to effectively use them to support communities experiencing conflict and violence, and how to prevent and/or mitigate the risks that technologies can bring with them.

With regard to VR/AR, we have developed a hub in Bangkok which has developed tools for both training (for instance for Red Cross staff) and for behavior change (for instance, by building empathy for those living through war).

We see both the potential and risks that VR/AR may have in situations of armed conflict. It is for this reason that I am excited to join the VR for Good Committee as a co-chair: to learn from others, share the ICRC’s experience, and to be part of a global discussion to harness the good, and prevent the harm, that VR/AR technologies may create in fragile settings.
— Mark Silverman, International Committee of the Red Cross

Download the 2021 State of AR Shopping report based on responses from 1,000+ US shoppers

Wool & Water LLC just released the 6 month update to its 2021 State of AR Shopping report based on responses from 1,000+ US shoppers.

The new data in the report sheds light on consumer perspectives of AR and VR, how only 6% of consumers have actually used Snapchat's AR Commerce tool, and strategies as brands prepare for shopping in the Metaverse.

The report has really strong numbers and growth in key shopper behaviors and interest in AR and VR for shopping for our industry. Download report here!

EAN UNIVERSITY INAUGURATES ADVANCED XR LAB TO BUILD COLOMBIA’S SUSTAINABILITY AGENDA

EAN University inaugurated its new XR Lab, powering its infrastructure with the Extended Reality (XR) platform VIROO®. The first of its kind in Colombia, this laboratory is part of EAN’s mission and initiatives to expand its positive social and economic impact by fostering excellence and innovation in high education and sustainable entrepreneurship development.

Emerging from a joint effort and strategic alliance between the EAN University, the expert virtual reality company Virtual4, and the basque cluster GAIA, the lab was formally inaugurated in Bogota on October 3, 2021. The XR Lab digital infrastructure and installation comprises VIROO®’s state-of-the-art platform in their 100 square meters immersive VIROO® room to foster the digital transformation of sustainable academic and industrial advances.

For Brigitte Baptiste, Cancellor of EAN University, the lab aims to provide an outstanding advanced education model and tools serving new generations of students and entrepreneurs looking to reduce their carbon footprint through the infinite possibilities to explore, question, experiment with ideas, concepts, and processes in virtual environments.

“This lab means a qualitative and quantitative leap in terms of the university’s intentions to build Colombia’s sustainability agenda. We believe it is an essential tool to change the logic behind how we address the footprint we make in the world”. Brigitte Baptiste, Cancellor of EAN University.

As part of the inaugural event, the university hosted a demonstration of VIROO®’s platform to several attendees experiencing what it feels like to be transported into a virtual world yet maintaining a real sense of presence while walking, collaborating, and communicating with other user’s avatars. Designed to support both single and multi-user sessions in remote and in-person hybrid configurations, the versatility of VIROO® displays its full potential in its immersive rooms, such as the XR Lab, thanks to its absolute tracking system enabling the precise geolocation of users for optimal XR experiences.

“This infrastructure allows us to create an ecosystem to share knowledge and provide new services to benefit both the education and industry sectors,” says Tomás Iriondo, GAIA’s director.

Virtualware, creator of the VIROO® XR platform and its partner Virtual4 celebrates this significant milestone reinforcing the shared purpose of accelerating the adoption of immersive technologies and creating a network of leading organizations supporting sustainable social, economic, and environmental advancement in Colombia, Latin America, and the world.

“Ean University is a key partner in our strategy to generate positive changes in society via emerging technologies such as virtual reality, reflecting our commitment to support and accelerate the generation of innovative VR-based projects and sustainable entrepreneurship. We are overly excited about this collaboration”. Luis Alberto Viñas, Vice President of Virtual4.

ABOUT EAN UNIVERSITY
The EAN University is a Colombian academic institution whose higher purpose is to contribute and promote sustainable entrepreneurship, considering leadership and innovation fundamental elements in generating abundance for humanity. https://universidadean.edu.co/

ABOUT VIRTUAL4
Virtual4 is a company that uses virtual reality to generate impact, change and social transformation through the implementation of innovative projects with local and international partners, improving processes, optimizing training and generating empathy. https://virtual4.tech/

ABOUT VIROO
VIROO® is Virtualware’s award-winning platform to create, manage and deploy XR ecosystems at ease, accelerating adoption at every level. Modular and agnostic by design, VIROO® gives users, creators, and organizations a complete infrastructure and components to succeed in their XR journey.

ABOUT VIRTUALWARE
Since 2004, Virtualware’s purpose has been to share its XR expertise and promote the potential of immersive technologies to accelerate companies’ and institutions’ adoption of virtual reality (VR), augmented reality (AR), and mixed reality (MR) to create a sustainable future that moves society forward.

More info: https://www.virtualwareco.com/news/the-ean-university-inaugurates-advanced-xr-lab-to-build-colombias-sustainability-agenda/

Fast, Efficient and Automated CAD Data Preparation for XR

The latest release of Theorem-XR delivers a robust and format rich automated data preparation tool between CAD and XR using Theorem’s Visualization Pipeline (Theorem-VP) and sees added support for Microsoft Azure Remote Rendering to deliver large quantities of high-quality streamed data directly to your Microsoft HoloLens 2.

For many, the ability to quickly prepare and optimize 3D engineering design for use in an extended reality XR device is a real issue, but one that is easily solved using the Theorem-VP, which is helping to remove the barrier to Augmented, Mixed and Virtual Reality adoption.

Installed on the Cloud or on premise, a user can simply drag and drop their data directly on to the server, ‘Save as’ from within CAD, export directly from PLM, or run-in batch mode to deliver rich, high-quality assets for use in any Augmented, Mixed or Virtual Reality XR device-without the need for time intensive rework. Data only needs to be prepared once for use on all supported device types.

Theorem-XR supports all major CAD and lightweight input formats and outputs to Theorem’s engineering focused XR experiences for Design Review, Factory Layout, Training, Visualization and Visual Digital Twin, or for the creation of Unity or Unreal assets for use in internally developed XR solutions.

Whether 3DEXPERIENCE, CATIA V5, Creo, Creo View, ICEM Reference Manager, Inventor, JT, NX or SOLIDWORKS are the input type of choice, Theorem-VP supports inputs/outputs for photo realistic rendering using Alias, Maya, VRED, existing lightweight viewing technologies JT, Creo View.pvz, glTF, or FBX for use in XR based technologies powered by Unity.

As well as processing (part files) geometry Theorem-VP retains product structure and metadata-including animation data to further enrich the value of XR content.

Data Preparation and Optimization is fully configurable by the end user enabling options for: Shrink Wrapping, Part Culling, Model Decimation/Tessellation, Assembly Structure, Quads Support (for FBX) users) and the addition of import options for Material Mapping, Defeaturing and Metadata extraction, to give the best XR asset experience to meet device performance and use case.

Theorem-VP saves time and reduces cost by eliminating manual activity, whilst maximising visualization performance and quality, meaning it’s never been easier to use existing 3D assets to create XR content.

New extended reality solutions and devices for delivering XR Experiences are evolving at a breath-taking pace, however, without data prepared and optimized correctly, they struggle to deliver value.

Theorem-XR is a complimentary technology that works for the individual, the enterprise, at all levels and at all stages of the Extended Reality journey, enabling the user to optimize, visualize and collaborate around their design data.

Backed by 30+ years of CAD data optimization and preparation experience, as a member of the Microsoft Mixed Reality Partner Program (MRPP), and partner to all major CAD vendors, Theorem-XR provides a robust and agile solution for now and the future.

To learn more about Theorem-XR and the Theorem-VP visit https://www.theorem.com/visualize/visualization-pipeline

Netflix’s ‘Army of the Dead’ VR experience in Westfield London is not one to miss! (VR LBE Review)

This action-packed VR experience takes place in a behemoth Armoured Taco Truck along with a team of up to 6 mercenaries. Armed with Valve Index headsets and StrikerVR guns, you embark on a relentless civilian rescue mission taking on hordes of zombies through a post-apocalyptic Las Vegas.

Equipped with cutting-edge technology, the OptiTrack motion trackers attached to both wrists are seamlessly accurate and responsive, allowing you to track all your teammates' movements in real-time. Furthermore, the haptic feedback from your weapon and the floor of the truck makes it so vivid and tangible, feeling every last bump, turn and recoil on this epic journey.

Netflix’s head of experiences, Greg Lombardo stated that they couldn’t pass up on the chance to partner with Pure Imagination Studios, Fever and The Stone Quarry to bring fans closer to Zack Snyder’s larger-than-life hit action horror ‘Army of the dead’. Commending the immersive power of VR, he stated, “We are always seeking new ways to immerse our fans in the stories they love. VR is certainly one way to do that”. 

To execute an immersive adventure like this with the pandemic and supply chain issues we have all witnessed recently is quite an achievement. I hope that the success of this venture paves the way for more permanent mainstays of VR experiences in prominent retail locations across the country. 

From start to finish the user journey is incredibly well coordinated. Accessibility and inclusivity are also duly considered as the entire experience takes place in the truck, there are no locomotion issues and users can play seated. In terms of COVID compliance, all the hardware is cleaned regularly with @Cleanbox UVC systems and FluoroPel 260 solution.

The 30-minute experience kicks off with your Avatar, Weapon & Attachment selection. The crew is then ushered through the apocalyptic compound into the briefing room where you are fitted out with your motion trackers and given a quick rundown of the mission by María Cruz (Ana de la Reguera), one of the leaders of the Las Vengeance crew. 

Brimming full of nervous excitement, the crew pumps you up and sends you through to the Armoured Taco Truck, where you get your headset, your weapon and begin your mission. What happens next is for you to find out, but what I can reveal is that the accuracy of the movement tracking, the detailed life-like animation and the real-time haptics made this exciting quest all the more impressive.

Once the rescue mission ends and you’re slowly making your way back to reality, you get the chance to see your scores (Kills, Headshots, Accuracy, etc.), browse merchandise and take some choreographed photos in front of a green screen.

Viva Las Vengeance: Army of the Dead is open now, It’s suitable for players 13+. Tickets prices start from £18, and I highly recommend you don’t miss it! Book tickets here!

Building closer collaboration between Industry & Academia. Report on “The Tech Tide Workshop”

Aiming to provide a training on teaching methods at undergraduate level for engineering college,in association with VRARA Association, Bangalore chapter, Vidyavardhaka College of Engineering (VVCE) conducted a 2-Days offline workshop entitled “Tech Tide” on VR/MR,held during 22nd Oct -23rd Oct 2021 by Juhi Rathi, a 3D Content developer and a member of VRARA Bangalore.Dr B Sadashive Gowda (Principal,VVCE) and Dr G.B. Krishnappa (Dean of RnD,VVCE) co-chaired the session with Dr. Gururaj HL (faculty coordinator).

The purpose of the workshop was to introduce a new concept, and to demonstrate, teach and encourage the practice and hands-on skills of actual methods of VR/AR/MR/XR using the Blender and Unity 3D softwares.

The workshop started with the introduction of the field and industry standards for VR/AR/MR/XR, explaining the concepts, its implementation and the development of 3D content for different use cases. Informative examples of the 3D content development were shared with the participants. This was followed by discussing the career opportunities and a doubt clearing session.

On the second day, Ms Rathi gave hands-on experience on the basics of 3D modelling,including importing- exporting 3d models, and the interface and tools of the Blender software. The basics of Unity 3D software were also discussed including the scene setup and explanation of the tools involved.A few example projects made for AR/VR were shown to the participants for better visualization of the content discussed.

The workshop ended with a doubt session between the participants and Ms Rathi, followed with a thank you note by Ms Rathi and VVCE.

Perception teams up with the Science Museum Group and Imperial War Museum to present Holographic experiences

Perception, a deep-tech Augmented Reality company along with Imperial War Museum and the Science Museum Group, have launched online 3D Holographic experiences to students around the world. This is the first time that this technology has been used at scale to share museum objects and stories to global audiences. The experiences are a huge step for the company, established in 2019, and will be a case study for projects going forward, showcasing the educational and learning benefits of this innovative technology. 

The partnerships will bring highlights of the museums’ collections and stories into the homes and classrooms of audiences across the globe using cutting-edge 3D desktop AR hologram technology. Both Imperial War Museum and the Science Museum Group have given access to Perception to parts of their internationally significant collections and stories, with the aim of reaching new audiences and innovating in new educational platforms. The benefits for both Perception and the museums include the ability to showcase the museum's collection to a global audience in a new, engaging way displaying the multiple benefits of hologram technology.

These virtual exhibitions will allow you to get up close and personal with an historical artefact from or related to the museum collections. A holographic exhibition is the answer to a multitude of problems facing museums from engagement to accessibility which were highlighted during the Covid pandemic. This intersection of history and emerging technologies will be the key to sharing exhibits far beyond the walls of the museums. 

The experiences feature the iconic Stephenson's Rocket, which is a favourite of visitors to the National Railway Museum in York. Rocket was built to run on the Liverpool and Manchester Railway, the world's first inter-city passenger railway line. In 1829, Rocket won the Rainhill Trials, which was a competition to decide on the best mode of transport for the railway. The experience will enable people to explore this feat of engineering without leaving the comfort of their sofas or the classroom. 

The Imperial War Museums experience features the legendary Merlin engine which is built within a bespoke learning resource developed by IWM's Public Engagement and Learning Team.

Imperial War Museum experience features the legendary Merlin engine, the engine that powered Spitfire Aircraft. 13,000 3D glasses are being sent to schools close to IWM Duxford (formally RAF Duxford) which was home to the first RAF squadron that received the then new Spitfire. 

Immersive technologies are becoming increasingly acknowledged as educational and learning tools.  Technology such as desktop AR products are something that can revolutionise the way students are taught.  This software enables students to visualise aspects of their syllabus, showcasing tangible, visual examples. 

Dr. Sirisilp Kongsilp, CEO and Founder of Perception, says “At Perception, we are really excited about the opportunities these experiences have presented for our company as well as the two museums that we are honoured to be partnering with. Holographic Desktop Augmented Reality software is the way forward in many areas including arts and culture enabling museums and galleries to reach wider audiences in a more engaging, innovative way. These exhibitions will not only showcase the artefacts in an exciting manner but will also showcase this technology as the future of learning and education” 

John Stack, Digital Director from the Science Museum Group, says “We are delighted to be undertaking this project and enabling our audiences to view an object from our collection in an exciting new way. This technology makes us excited for the future possibilities for the museum and ways in which our audiences can enjoy this new technology.” 

Gill Webber, Executive Director Content & Programmes at Imperial War Museum, says “After the last year, we know adapting and exploring the virtual world is vital for the arts and culture sector. We are delighted to be working with such a cutting-edge company in order to reach new audiences and explore new ways of sharing our incredible stories. This technology is an exciting way to explore this and we are thrilled to be working with the Perception team on the project.”


Media Contact

Claud E. Fletcher / communication@perception.codes / +66 95 313 4044

Joseph Wade / joseph@mediazoo.tv / 07758 074 576

Gill Chapman/ gill.chapman@mediazoo.tv / 00353 86311 8955

 

About Perception

Perception Holo-SDK is a deep-tech company which is revolutionising the Augmented Reality sector by making it widely available across the globe, bringing objects to life through Desktop AR technology. Founded in Thailand in 2019, Perception is expanding into the UK with their immersive technology, to produce a creative desktop experience for individuals. Perception is set to reshape the arts and culture sector through partnerships with museums, galleries and artists which aim to preserve human history. Their marketplace The Morpheus Project, the first ever Holo-NFT art community, allows artists and galleries to display their holographic collectables to sell them to supporters. Their purpose-built Desktop AR platform allows any user to view 360 degree holographic images from the comfort of their own homes. Perception is increasingly making its way into the UK technology sector by partnering with app developers to get them on board with this state of the art AI tech. 


About Science Museum Group

The Science Museum Group is the world’s leading group of science museums, welcoming over five million visitors each year to five sites: the Science Museum in London; the National Railway Museum in York; the Museum of Science and Industry in Manchester; the National Science and Media Museum in Bradford; and Locomotion in Shildon. We share the stories of innovations and people that shaped our world and are transforming the future, constantly reinterpreting our astonishingly diverse collection of 7.3 million items spanning science, technology, engineering, mathematics and medicine. Standout objects include the record-breaking locomotive Flying Scotsman, Richard Arkwright’s textile machinery, Alan Turing’s Pilot ACE computer, Dorothy Hodgkin’s model of penicillin and the earliest surviving recording of British television. Our mission is to inspire futures - igniting curiosity among people of all ages and backgrounds. Each year, our museums attract more than 600,000 visits by education groups, while our touring exhibition programme brings our creativity and scholarship to audiences across the globe. More information can be found at sciencemuseumgroup.org.uk.   


About Imperial War Museum

IWM (Imperial War Museums) tells the story of people who have lived, fought and died in conflicts involving Britain and the Commonwealth since the First World War.

 

Our unique collections, made up of the everyday and the exceptional, reveal stories of people, places, ideas and events. Using these, we tell vivid personal stories and create powerful physical experiences across our five museums that reflect the realities of war as both a destructive and creative force. We challenge people to look at conflict from different perspectives, enriching their understanding of the causes, course and consequences of war and its impact on people’s lives.

 

IWM’s five branches which attract over 2.5 million visitors each year are IWM London, IWM’s flagship branch that recently transformed with new, permanent and free First World War Galleries alongside new displays across the iconic Atrium to mark the Centenary of the First World War; IWM North, housed in an iconic award-winning building designed by Daniel Libeskind; IWM Duxford, a world renowned aviation museum and Britain's best preserved wartime airfield; Churchill War Rooms, housed in Churchill’s secret headquarters below Whitehall; and the Second World War cruiser HMS Belfast.

A new XR HUB at the Technology Park empowers Bizkaia's local innovation ecosystem in Spain

After their recent 35th anniversary, Bizkaia Science and Technology Park inaugurates their new XR innovation HUB to accelerate the digital transformation of companies of all sizes and industries looking to begin, explore and thrive in their XR journeys.

The HUB has been built from the ground up -in collaboration with the industry expert Virtualware- with top-of-the-line XR infrastructure to strengthen Bizkaia's innovative ecosystem of users, creators, and organizations, providing complete and convenient access to immersive technologies, virtual reality (VR) in particular.

A new immersive space to serve businesses
The Technology Park selected VIROO® as their HUB platform infrastructure connecting their high-end immersive room, equipment, applications, and a portal for members. Businesses entering the HUB program will be able to select plans adaptable for their unique scope, scale, and agility desired to achieve their XR vision and goals. The subscription plans will enable members to use the HUB's amenities, administer their accounts, access their data, and create, manage and deploy their XR catalogue simply and securely.

The 100m2 immersive room, a distinctive element of the Technology Park HUB, is located in Zamudio and has been specifically built to welcome organizations of all industries interested in creating and deploying XR content for multiple users at a 1:1 scale. At this location, designing virtual experiences for learning, training, prototyping, R&D, and more will redefine how companies generate and showcase their advancements. The HUB’s immersive room blends the best of physical and virtual worlds where multiple people can walk naturally, sharpen their soft skills, and collaborate while exploring what's possible in virtual environments.

"This new space gives us a new impetus as referents in innovation. We want to bring these kinds of technologies closer to local businesses and create an ecosystem around XR," points out Itziar Epalza, Director of the Basque Country Technology Park Network.

Through VIROO®'s platform and apps for all computer-skill users, HUB members will access versatile content creator and design review tools, where they will be able to work and develop a full range of simple and complex content applications.

"Enterprise-grade Extended Reality is not only available to large-cap companies thanks to benchmark centers such as the Technology Park. In our new model for HUBs, innovation centers can grow their ecosystems by making VIROO® XR amenities more accessible and affordable for SMEs who want to start innovating with virtual technologies," adds Unai Extremo, CEO of Virtualware.

Virtualware will officially launch the new HUB offering for organizations looking to become hosts of XR HUBs powered by VIROO® in the framework of Be Digital, one of the most relevant digital transformation events in Spain, from October 26 to 28th at the Bilbao Exhibition Center (BEC).

More info: https://www.virtualwareco.com/news/xr-hub-bizkaia-technology-park/

Apply for the XR Research Awards 2021 with a chance to win €40,000 fund to study behaviour in Virtual Reality

We're happy to share the upcoming XR Research Awards 2021 as a new opportunity for researchers and content creators to apply to a €40,000 fund to study behaviour in VR.

Sign up at https://xrra.net

The XR Research Awards aims to support projects that promote objective evaluation of behavioural responses to build the strong evidence base for VR.

The VRARA’s supports an evidence-based approach so that this technology can fulfil its potential. We are glad to partner with the XR Research Awards which will drive improvements in trust and quality in immersive technologies
— Kris Kolo, VRARA

9 AR Platforms Bring Augmented Reality Content in the Classroom

In today’s classrooms, augmented reality (AR) education tools are a great way to introduce and excite students about any subject. Not only can they go beyond textbooks and abstract concepts and make them “real” but many AR tools can work independently of the teacher and the physicality of the classroom too. And as opposed to the typically expensive technical requirements of a full virtual reality setup, like a headset and gloves, AR education tools usually only need equipment that most classrooms and students already have: the computer, smartphone, or tablet.

Here are some great platforms that can add the AR experience to almost any subject. (Note: These are platforms where the student, educator, or both can create their own learning content. So this list does not cover apps that are specifically made for a specific topic or companies that offer development of AR apps for education. All of these platforms have some kind of free tier as well — free trials did not count.)


1. Holo-SDK (https://www.holo-sdk.com/educational-program)
Holo-SDK lets teachers and students create their own AR models a little differently than the next program in the list. As hinted at in the name, Holo-SDK is a Unity plugin, allowing users to create their own holograms that will be projected from the computer screen with the help of anaglyph glasses (those red and blue glasses) while using its Desktop AR app. Modeling can be done in almost any 3D program and imported into Unity to be transformed as a holographic 3D model or game.

2. Grib (https://grib3d.com)
Although it’s still in beta, the Grib app looks to be a promising way for teachers and students to create their own AR models. By scanning a flat drawing and using gestures in the app, users can push and pull the digital clay to create an AR model that can be then exported or 3D printed.

AR Platforms for Educators and Students
3. Metaverse (/https://studio.gometa.io/landing)
Metaverse is an augmented reality program that allows teachers and students to create their own Metaverse experiences. A Metaverse experience covers a variety of AR activities, from games and quizzes to scavenger hunts and stories. Teachers can gamify their lessons while students can create their own games to show what they’ve learned (plus learn some basic coding along the way).

4. MERGE Cube (https://mergeedu.com/cube)
A little different from Metaverse and the other apps on this list, MERGE cubes are foam cubes that work with AR applications and 3D software so students can “hold” the 3D objects in their hands. It’s a way for students to have hands-on experience using the power of AR to change what they see and interact with, all depending on the lesson. Teachers can use a library of already-made models in combination with the Merge app to augment their lessons but both students and teachers can also hold models that they’ve made.

5. Waypoint EDU (https://www.waypointedu.com)
The Waypoint EDU app allows educators to create AR scavenger hunts, or as they call it “hunts.” Designed only for iPads and iPhones, the app lets students learn more about almost any subject through geo-caching. The teacher creates multiple choice questions that are activated when a student finds the Waypoint in the play area. The two pre-installed hunts have 3D models that the students can find. There is also an option for indoor play by using printed “Hunt Cards.”

6. 3D Bear (https://www.3dbear.io)
The 3D Bear app allows both teachers and students to create AR designs and stories that can be recorded and shared. Using the model libraries of Sketchfab and Thingiverse, as well as the teacher’s or students’ own models, students can recreate scenes from history, model an ecosystem, among many other uses. There are also ready-made lesson plans for educators.

7. CoSpaces Edu (https://cospaces.io/edu/)
Students can learn how to create their own virtual world, picking up programming basics along the way, with CoSpace Edu app. Students use a drag-and-drop interface to code animations and behaviors to pre-created or self-created 3D models. Through the app, the students can see their creations, tours, stories, and games come to life in AR, in VR if they have a headset, in the browser, or interact with them using the previously mentioned Merge cubes.

8. JigSpace (https://jig.space)
Think of JigSpace like an encyclopedia of AR 3D models. Students can view an exploded view of an engine or cross section of a heart through the free app’s model library. Teachers and more advanced students can also upload their own 3D objects to view as well. With these models, teachers can create AR learning presentations around a certain topic and students can share what they’ve learned with each other.

9. AssemblrEdu (https://edu.assemblrworld.com/assemblr-edu-app)
The AssemblrEdu app allows teachers and students to create AR-focused lesson plans and presentations using existing models, create their own models in the in-app editor, or import their own. Teachers can easily share the lessons with their students in a virtual classroom and also download the projects of other teachers and students.

As the technology and devices improve, there will be more ways for AR to create educational, exciting experiences in the classroom. All that matters is how teachers can use them.

More info https://www.holo-sdk.com

Call for Sponsor and Speaker for our VRARA Executive Dinner at AWE Nov 9 in Santa Clara

We are excited to announce that the VR/AR Association is hosting an executive dinner at AWE on November 9th. We are looking for one "title sponsor" for this event to either speak and/or showcase their product to a select group of XR business leaders. If interested in sponsoring or for more information on joining as an attendee, please contact Sophia Moshasha at sophia@thevrara.com

Past VRARA Executive Dinners included:

PREMIER VIRTUAL PRODUCTION CONSULTANCY LAUNCHES XR DEVICE FOR LIVE ENTERTAINMENT

MORRISTOWN, NJ, October 2021- As a response to the rising need for technical innovation for live performances and events, Zanni has officially launched to provide a new way for producers, directors, and artists to create memorable experiences through immersive virtual and augmented reality. Zanni encompasses a unique blend of extensive theatre production experience along with technical virtual production skills. Their team brings a vast network of partners in immersive technologies in order to create the most robust solutions for producers in theater, sporting, and entertainment. The pandemic brought about a mass disruption in the live production industry, and Zanni aims to help creative industry professionals find ways to innovate in audience engagement and bring them back to live in-person events and shows.

Along with the launch of their services offerings, the company has announced the upcoming release of  ​Ovees™, their proprietary handheld mixed reality viewer, which enables #XR-enhanced performances, placing augmented reality content in the context of a live performance or show. This device is also one of the very few that can achieve both augmented reality and virtual reality, giving the producer the ability to take the audience in and out of completely occluded virtual spaces. Producers will also be able to use this product to conduct virtual staging prior to investing in physical buildout, minimizing wasted costs and time. “This is an exciting time for live entertainers to really reach beyond the traditional limitations of live production design,” says David Rodriiguez, CEO and Founder of Zanni. “We are bringing creators the capabilities and tools to think out of the box and outside of the physical limitations of reality to create incredible, memorable and engaging experiences.” 

Zanni will be debuting their suite of virtual production services in an array of cabaret shows as part of the live entertainment showcased at the LDI Show, a catalyst in helping entertainers master storytelling via the use of cutting-edge technology. “We are proud to partner with Zanni to showcase new innovations in live entertainment and introduce new ways to engage live and virtual audiences in a time that is most needed in this industry,” states Jessi Cybulski , Show Director, Live Design at LDI. The show will consist of live acting combined with real-time animation, live motion capture and in-camera visual effects. Zanni will also be showcasing the pre-release build of the new Ovees mixed reality viewer expected to release mid 2022. 

For more information on Zanni’s services and Ovees XR device, contact sophia@zannixr.com.

About Zanni

Zanni’s mission is to transform the way event producers and performers tell stories and engage audiences by blending traditional storytelling with innovative immersive technology. We use techniques in Virtual Production and Technical Theatre to bring the audience right into the story and experience live entertainment in ways that have never been done before. With 30 years of professional experience in theatre and event production, we know how to design immersive, technology-driven experiences with the audience in mind and give them incredible memories that will last forever.


Contact Information:

Zanni 

Sophia Moshasha

703-994-2621

sophia@zannixr.com


Sports Media Challenge and Avatar Dimension produce New Holographic PSA to Encourage Student Action Against COVID

Score the Shot! South Carolina Gamecocks’ Dawn Staley and Aliyah Boston Team Up With Sports Media Challenge and Avatar Dimension for New Holographic PSA to Encourage Student Action Against COVID

New Holographic PSA Designed Specifically for Always Connected GenZ

CHARLOTTE, N.C. and WASHINGTON, D.C., Oct. 22, 2021 -- It’s a battle cry for students to take action in the fight against Covid-19. Sports Media Challenge and Avatar Dimension have teamed up with Hall of Fame college basketball coach Dawn Staley and esteemed player Aliyah Boston, both of the top-ranked NCAA women’s basketball team, the South Carolina Gamecocks, in a new, state of the art holographic PSA called “Score the Shot” that encourages Generation Z (Gen Z) to get vaccinated. The PSA is now available to view and share on social media starting today.

See new “Score the Shot” PSA here:
https://sportsmediachallenge.com/gamecocks-psa/

Today, less than 50% of Gen Z, those born between 1997 and 2021, is fully vaccinated. The PSA, uniquely designed for the younger generation’s all digital, all the time mindset, features Staley and Boston addressing viewers directly as life-like holographic renditions on their laptop or smartphone, about the importance of stepping up and being a part of the team in the fight against Covid-19.

The PSA was created in partnership with Avatar Dimension, who captured the sports figures at its mixed reality, volumetric capture studio in Washington D.C., the only certified Microsoft Mixed Reality Capture Studio on the East Coast. With Gen Z’s preference for viewing entertainment and getting news and information via social media and online versus traditional TV, organizations are looking for new ways to share PSAs and other key information with this demographic. The holographic PSA fits this need, offering a more impactful way for reaching younger audiences in a medium that suits their preferences.

About Sports Media Challenge
To learn more, visit https://sportsmediachallenge.com/.

About Avatar Dimension
Avatar Dimension is driving the future of immersive video by offering the most advanced volumetric capture stage and studio in the world. Its mission is to imagine and create stunningly realistic virtual experiences for enterprise customers and their creative agencies, with a focus on building enterprise applications for training, government programs, marketing and entertainment. Avatar Dimension is the only certified Microsoft Mixed Reality Capture Studio on the East Coast, and consists of a collaboration between Avatar Studios of St. Louis, Dimension Studio of the UK and Sabey Data Centers of Seattle, with its premier studio based in Ashburn, VA. For more information, visit www.avatar-dimension.com.

More info: https://sportsmediachallenge.com/gamecocks-psa/

A World-Leading Technology Changing the Augmented Reality Industry

Lightspace Technologies, a Latvia-based deep-tech start-up, has developed a headset with multi-focal technology that could cut surgery time by 20% (researched by Karolinska University hospital)

Keeping in mind the fundamental flaw of the current generation devices – discomfort while using VR/AR – Lightspace sought to resolve the issue. Current-generation headsets use a single screen that doesn't let you feel the actual distance and depth of the object. To ensure maximum comfort and usability for long periods, technology should mimic viewing cues in the natural world. Lightspace’s multi-focal technology uses multiple screens that mimic natural viewing. It is an unconventional and unprecedented way to achieve excellent image quality, precision, and depth awareness. It also lets the user operate with the device for unlimited time.

Additionally, multi-focal technology minimizes errors due to substantially reduced disparity between the actual focus plane and the object. It means that it not only ensures maximum comfort and usability for long periods, but also shows that it is possible to omit eye-tracking and still observe true-to-life visuals. It means that an exceptionally accurate image overlay can be achieved even without eye-tracking solutions.

Multi-focal technology can be the gateway for AR to be finally implemented in professional and highly demanding settings such as healthcare. This state-of-the-art technology provides sub-millimeter precision. Not only would it advance surgical workflow, but also help doctors to prepare and train for any medical scenario. AR is ideally suited to visualizing medical information – such as overlaying anatomical data onto the patient in real life. This can help clinicians carry out procedures in a faster, more accurate way.

More info  http://lightspace3d.com/