makeSEA® launches new features to enhance the sharing experience

Sharing in augmented and virtual reality is the next frontier for expression and communication

San Luis Obispo, California, June 2, 2022, 2022 - makeSEA, a content management and collaboration platform for mixed reality, announces cross-metaverse spatial gateways: allowing creators to link together AR/VR experiences to tell stories, teach, and influence like no other medium can.

“This is a game-changer. Now creators can compel their audiences by meeting with them in the experience—like they are there in real life—and link experiences together to teach a lesson in steps, tell a story, take an audience on a journey, or let audiences choose their own adventure. Now anyone can harness the power of AR and VR using content that they are already producing, along with capture and creation methods that are inexpensive and easy to master,” said Chris Stavros, makeSEA CEO.

Catapult, makeSEA’s cross-device sharing app, allows users to experience content first-hand, as if together in real life using leading augmented and virtual reality devices including Magic Leap, HoloLens, and Meta Quest 2. Creators can easily mash up 3D assets, digital twins, surround and flatscreen video, images, PDFs, and more to create unique XR experiences on any imaginable topic.

Creators can host their audiences live and take them on a guided tour or leave prerecorded messages. Now, with makeSEA Gateways, publishers can link spaces together to take users on a journey, or allow them to choose their own path through experiences that can influence, teach and entertain, using AR and VR in a manner that is accessible for everyday use.

makeSEA puts the power of sharing and live collaboration in mixed reality in the hands of everyone: any creator, any educator, any business. makeSEA is the fastest way to get your content onto your XR device for sharing and co-presence. The California based company serves multiple educational institutions, a diverse range of businesses, and independent creators.

Companies, organizations, and individuals seeking to explore how to use AR and VR technology should contact makeSEA to learn how easy and affordable XR experience production can be using makeSEA’s Content Management & Collaboration Platform for mixed reality.

For more information see https://www.makeSEA.com

Contact: Chris Stavros

CEO

cstavros@makesea.com

1-800-803-1050

https://www.facebook.com/makeSEA

https://www.linkedin.com/company/makesea/?viewAsMember=true

https://twitter.com/makesea

https://www.instagram.com/makesea_pics/

Spatial Future Unveils Metaverse Network for Enterprise and Consumer Markets

(Pittsburgh 31 May 2022): Immersive tech solutions provider Spatial Future has initiated the launch of altz, a metaverse network infrastructure for Enterprise and consumers. The network seeks to fill a critical gap that exists as firms look to incorporate XR technologies into their business strategies.

As a growing number of industries acknowledge the need to embrace immersive technologies, much confusion remains as to how firms can feasibly adopt XR to bolster their bottom line. Spatial Future addresses this challenge by delivering customized, scalable virtual environments that unlock value for businesses and their customers. Fully online by 3Q 2022, the altz network will be initially open to businesses and industry ecosystems followed by a consumer launch in 2023. Featuring ultra low-latency connections, the network encompasses both closed system and interoperable functionality, resulting in a full suite of Enterprise-scale virtual worlds optimized for current and future VR and AR headsets .

Leveraging a cutting edge supercomputing platform, altz transforms the virtual into the hyperreal, paving the way for the formation of massive multiuser metaverses. For business in the Metaverse, there is no “One-size-fits-all” Spatial Future will spearhead the onboarding process for firms’ entry into the altz.io network. The company targets a wide range of industries from healthcare and education to entertainment, including the high-growth iGaming segment. Virtual and Augmented Reality environments are just as varied, with recent projects including VR workspaces all the way up to metropolitan area-sized digital cities. Spatial Future’s metaverse design process is centered on digital twinning, built on the foundation of expertise in Geographic Information Systems (GIS) and video game development.

Founder David Karg describes how this model can fit into a firm’s overall business strategy. “We are first and foremost a professional services company that uncovers hidden value for businesses through the use of emerging technologies. Some analysts are valuing the Metaverse market in the trillions of dollars in coming years. Obviously, this opportunity is game-changing for the world and it is underway, even if it’s in its earliest stages. Who really knows, though, how it will ultimately take shape? Our goal is to avoid hype by taking a clear-eyed approach with clients, developing strategies that are tailored to their own goals as an organization or industry.”

Empowering the “creator economy” The altz network provides a global platform for developers and creators. It is equipped to match talent with projects best suited for their specialization. This “creator economy” model is designed to reflect the decentralized structure of the emerging web 3.0. Each “altizen” can assign additional members to their matched project, giving creators ownership over the entire process. In an ongoing effort to tap into a truly global talent pool, Spatial Future has already established a recruitment channel for developers in Eastern Europe and South Asia. Ukraine, in particular, will be a core component of altz’ geographic reach. The tragic effects of the senseless War in Ukraine nonetheless opens an opportunity for a hopeful rebuilding of their battered economy. Spatial Future, working with sources in Ukraine’s tech community-at-large, intends to also work with their Government’s forward-looking Ministry of Digital Transformation.

Karg explains further: “We want to build the Metaverse in Ukraine.” “We worked to develop a pipeline for talent in Ukraine well before the brutal invasion. The tech pool is robust and especially adapted for emerging areas like blockchain and XR application design. Ultimately, we want to help Ukraine by empowering their tech industry with the capital and investment needed to rebuild. We want to build the Metaverse in Ukraine.”

To learn more about the altz network, visit altz.io and sign up for their latest updates and opportunities to participate.

About Spatial Future: Spatial Future LLC is an immersive technology solutions provider, focused on empowering XR to build new worlds and improve people’s lives. They work with businesses and industry groups to uncover value in the emerging landscape of 3D computing. The St. Petersburg, Florida-based company is opening its Center in Pittsburgh in the second half of 2022, a location chosen for its emerging tech talent pool and geographic proximity to other Eastern North America hubs.


Qualcomm Snapdragon Spaces Developer Kit featuring Lenovo’s ThinkReality A3 Smart Glasses is Live

The first devices to commercialize Snapdragon Spaces is now available in a developer hardware kit that includes the Lenovo ThinkReality A3 smart glasses coupled with a motorola edge+ (2022). Light, powerful and versatile, the ThinkReality A3 smart glasses are powered by the Qualcomm® Snapdragon™ XR1 Platform processor and feature an 8MP RGB camera to provide 1080p high-quality video and dual fish-eye cameras for room-scale tracking. The motorola edge+ (2022) brings the unparalleled performance of the Snapdragon® 8 gen 1 Mobile Platform and triple high-res camera system. The two devices pair seamlessly to give developers full access to Snapdragon Spaces and endless opportunities to explore. Starting today, developers and companies can place their order at https://spaces.qualcomm.com/

Hans Zimmer European Tour Pioneers a New Approach to Concert Tours Powered by disguise

(London, 30 May 2022) - When internationally-renowned composer Hans Zimmer was looking to create the visual elements of his world tour, it was clear that the production required a brand new approach. Zimmer called upon award-winning theatrical projection designer Peter Nigrini to create something unique for the tour, and asked events specialists Pixway to help them bring it to life with disguise-powered technology.

Alongside his career as perhaps the most prolific and recognised film composer working today, Hans Zimmer is also known for his immensely popular global tours, which offer an accessible way for music fans to enjoy his compositions performed by a full orchestra. For his 2022 European tour spanning 24 cities, Zimmer was interested in creating an experience for his audiences that had a distinctly theatrical sensibility.

“I think the reason why Hans was drawn to work with stage designer Derek McLane, lighting designer John Featherstone, and me, was that he recognised the need to build his audience a visual world,” says Peter Nigrini. “Providing each piece of music with a visual identity was first and foremost, but we also needed to meet this challenge while integrating live cameras to serve the audiences in the arena sized venues.”

Nigrini was completely won over by the possibilities disguise’s tech opened up to his production.

“Anytime someone gives me a chance to do something new; when someone says they haven't attempted something before, that sounds like a reason to charge ahead. I'll try anything if I know I have partners like those at Pixway and disguise to bring my vision to life.”

Creating the look of the production, Nigrini was adamant that live video footage should look nothing like those seen at other touring concerts. He worked with Berlin-based creative studio Pixway, who are specialists in the disguise workflow, to find a solution that would differentiate their show from others. One of the ideas that the team settled on involved processing and treating all of the live cameras outputs so that footage for different suites felt aesthetically linked to the films the music originated from. 

Part of this entailed colour grading the footage live as it was being shot, as well as other Notch processing built by Emery Martin. This allowed for the live camera footage for each track to be harmonized with the colour palette of their respective films, so that audiences could subconsciously link each piece to films they knew and recognised.

It was this process that led to Pixway, who have a long history of partnering with disguise on a wide range of projects from live and corporate events to xR production, to suggest using disguise’s RenderStream workflow powered by two disguise rx real-time render nodes and two disguise vx 4 media servers to bring the vision to life.

With disguise’s RenderStream workflow only previously used for in-studio filming and broadcast, Pixway knew that this was a bold choice to use it in a live concert setting - let alone a worldwide arena tour. The risk paid off for the team, delivering an amazing experience.

“There were multiple ways we could have achieved the solution we needed for these cameras,” says Nigrini, “but RenderStream is a tremendous asset at this level of production. And because we had expert help from Pixway and disguise, we could look at the half dozen different ways to get there and pick the most appropriate one for the problem in front of us.”

The power and reliability of disguise’s tech was as important to keeping the workflow simple as RenderStream itself, says Nevil Jeremias of Pixway. The team needed minimal equipment to run the entire show. They were able to use disguise vx and rx machines to power all of the live processing and carry the show.

“Fewer machines are much more efficient,” says Jeremias. They allow for more space behind the stage, a less complex setup, and other convenient elements for touring. Being able to use less machines just makes the setup more reliable, essentially.”

“Being able to offload the Notch rendering to the rx machines kept enough processing power on the vx machines for other parts of the show, such as automation and video playback. Workflow wise the processed Notch IMAGs could be used as easily as the other video inputs which sped up programming immensely. With this technology we could send all 14 cameras to the render node to process them in packs of four. Texture sharing is extremely fast and only adds a few frames to the roundtrip so it integrates seamlessly into existing environments,” Jeremias adds.

The team also used the project to beta test the latest disguise r21 software release, launched earlier this year. The release brought significant improvements to the RenderStream UI and new tools for colour management, following feedback and disguise’s close collaboration with its beta testers and Live and Colour Insider groups.

Download disguise r21

Credits:

Client: Semmel Concerts Gmbh

Production Company: Satis&FyVideo Gear Supplier: Videotechnik Bär GmbHLight Design: Lightswitch Concepts LLC

Creative Direction: Peter NigriniLead Animator: Robert Figueira

Animators: C. Andrew Bauer, Dan Vatsky, Austin Shapley

Illustrator: Sadi Tekin

Assistant Video Designer: Johnny Moreno

Notch Programmer: Emery Martin

Media Server Supplier and Integration: Pixway GmbH

disguise lead programmer: Nevil Jeremias

disguise second programmer / disguise tour operator: Edward Hoare

disguise tour operator: Viola Weinert

Image credits: Lightswitch Concepts

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About disguise

disguise is the platform to imagine, create and deliver spectacular visual experiences. Its award-winning extended reality (xR) solution has powered over 400 immersive real-time productions across live entertainment for music artists such as Katy Perry and Billie Eilish, film and episodic TV productions for Netflix and Amazon Prime, corporate presentations for Siemens and Verizon, and live broadcast programmes from Eurosport, MTV and ITV,  in more than 35 countries.

With an ever increasing global partner network and working alongside the world’s most talented visual designers and technical teams in live events, TV broadcasts, films, concert touring, theatre, fixed installations and corporate and entertainment events, disguise is building the next generation of collaborative tools to help artists and technologists realise their vision.

Headquartered in London, disguise has an expanding global presence with offices in LA, Hong Kong, Beijing, Shanghai, Seoul, Tokyo, Auckland and Singapore.

Recognised as one of the Financial Times’ top 1000 fastest growing businesses for 2021 and a winner of the Queen’s Award for Enterprise: Innovation 2022, disguise has majority backing from investment firm Carlyle Group, with Epic Games taking a minority stake.

For more information, please visit www.disguise.one    

Germany https://www.disguise.one/de

France https://www.disguise.one/f

Spain https://www.disguise.one/es

Japan https://www.disguise.one/jp    

China https://www.disguise.one/cn
Korea https://www.disguise.one/kr 

Dynepic, Inc. Wins BIG at XR Today’s Awards Ceremony

Inaugural awards highlight the industry’s best immersive eXtended reality (XR) solutions

United States, May 26, 2022 - Dynepic, Inc. was honored this morning to receive three XR Awards from XR Today, including Best Education and Training Solution, Best Collaborative Solution, and Ones to Watch! The company also earned ‘Highly Commended’ in the Best Virtual Reality Solution category. 

“I’m incredibly proud of the Dynepic team and grateful for our ecosystem partners and customers for their collaboration and innovation,” said Krissa Watry, Co-Founder, and CEO of Dynepic. “They’re the reason we’re able to bring the Dynepic vision to life and level up training and education with XR.” 

Amongst strong competition including Moth+Flame, AppliedVR, and OssoVR, and respected industry judges for the inaugural year of the XR Awards, Dynepic was named a finalist last month for these awards as well as Best VR Solution and XR Leader of the Year. The criteria for each category were stringent, including delivering a high-impact breakthrough product that improves overall user experience, demonstrating strong execution and positive results, and examples of high-performing, innovative business culture.

“Without competition, there would be no innovation,” Watry said, “so awards like this are especially energizing when we’re up against some of the best in the industry. We celebrate everyone who works tirelessly to change the world for a better tomorrow!” 

About Dynepic: 

Launched in 2014, Dynepic, Inc. is a woman- and service-disabled veteran founded tech company based out of Reno, Nevada. Dynepic’s DX Platform is a secure, device- and software agnostic infrastructure with open APIs, LMS/LRS, and a central training hub to build an open ecosystem for XR to power the future of multi-dimensional knowledge for a better tomorrow. To learn more about Dynepic, check out our website and connect with us on LinkedIn.

disguise Launches Metaverse Solutions Division Enabling Next-Level Extended Reality Experiences

(London, 25 May 2022) - disguise, the visual storytelling platform and market leader for extended reality (xR) solutions has launched its Metaverse Solutions division to enable the next generation of extraordinary live, virtual production and audiovisual location-based experiences for the metaverse. 

 

The recent rise of real-time 3D graphics rendering capabilities in gaming platforms means that today’s audiences are craving richer, more immersive experiences that are delivered via the metaverse. While the metaverse is already defined as an $8 trillion dollar opportunity by Goldman Sachs, companies are still finding it challenging to navigate the technical elements needed to start building metaverse experiences. 

 

disguise Metaverse Solutions will build on already existing disguise solutions that empower live events, audiovisual, location-based experiences and virtual production content in order to allow businesses to start taking advantage of the unique opportunities the metaverse has to offer.

 

Launched within the past two years, disguise’s market-leading extended reality (xR) workflow has powered over 600 productions in over 50 countries. These include the delivery of live events in the metaverse, such as Kaskade’s in Fortnite and Rocket League as part of its Llama-Rama event series as well as supporting launches for major brands like Gucci and Ferrari.

 

disguise will further leverage their extended reality solution together with their partnerships with metaverse event enablers Surreal and advanced content creators Zoan while also combining their workflows and expertise with Epic Games’ suite of applications, such as architectural visualisation tool Twinmotion, web 3D viewer Sketchfab and 3D photogrammetry software Capturing Reality. With this, disguise will build capability to offer virtual production workflows custom-designed for the metaverse. 

 

In the metaverse, live concerts hold more appeal than any other experience, with 45% of all adults eager to listen to live music in a virtual world. According to Rolling Stone, we are on the brink of a virtual artist revolution with Ariana Grande, J.Balvin and DJ Marshmello being the early adopters.

 

For over twenty years, disguise has powered spectacular experiences including music performances for the biggest artists in the world: Billie Eilish, Ed Sheeran, Camilla Cabello, Katy Perry, DJ Kaskade and J.Balvin, as well as for major shows like Coachella and Glastonbury to name a few. Their solution has been used by brands like Nike, Underarmour, Volvo, Siemens and Walmart as well as to power spectacular augmented reality and projection mapping experiences in the 2020 Expo Al Wasl Plaza dome, the BTS ‘Love Yourself, Speak Yourself’ Tour and rapper Dave’s Brit Awards performance.

 

disguise’s ability to enable infinitely scalable content has been used extensively in entertainment venues such as the newly-opened Nashville-based Nightscape venue and the Atlanta and Vegas-based Illuminariums which, through cinematic scenes generated in real-time at a 240-degree native field of view, allow visitors to experience being in another world, without using any VR devices.

 

This rich history will allow the new division to work with major and emerging Metaverse platforms, such as Fortnite, Roblox, Sandbox, Niantic and others, to deliver integrated solutions so brands and performers can create metaverse experiences that resonate with their audiences.

 

“Our mission is to help create experiences that challenge expectations. We believe in connecting the physical with the virtual worlds, to create Gateways to the Metaverse. Through this we will enable a world that fulfils essential human needs: to connect, to collaborate and to be included. The promise of the Metaverse is to unleash a new wave of opportunities for every kind of creator, including partners, brands, and performers alike. We have always focused on simplifying complex technology to unlock creativity that empowers our users to create the most amazing experiences. The creation of our Metaverse Solutions division and the launch of disguise Labs, are a key part of this strategy”, says disguise CEO Fernando Küfer.

 

Led by disguise Chief Experience Officer, Alex Wills, the Metaverse Solutions division will be fuelled by the creativity, technical consultancy and innovation from disguise’s newly-formed exploration unit named disguise Labs that is led by disguise’s Chief of Staff, Abi Bowman. 

 

disguise Labs will be a global initiative, creating unique spaces for brands, creatives and technologists to test and experiment metaverse workflows. First established in New Zealand by Sam Folkard, Head of Labs New Zealand, Labs will now expand - bringing together local partners in key locations such as Los Angeles, New York, South Korea, London and Montreal. disguise’s Global Head of Labs, Lara Bowen will be leading Labs’ global expansion. 

 

Built in partnership with experts in virtual production, live shows, broadcast and corporate communication, these Metaverse Experimentation Spaces will ignite innovation for future metaverse experiences. Brands or creatives wanting to explore the metaverse are invited to make use of the unique workflows, technology and expertise these spaces have to offer. 

 

“There is a huge amount of interest and investment in this space right now and, what is most exciting about launching this new division is that we offer a tangible solution to help brands and creators develop the next generation of experiences. Our xR technology combines key metaverse building blocks including real-time 3D graphics, spatial technologies and advanced display interfaces – all to deliver a one-of-a-kind gateway to the metaverse,” says disguise CXO and Head of Metaverse Solutions Alex Wills.

 

If you would like to learn more, join us at our next webinar, ‘Opening the Gateway to the Metaverse’, taking place on 15 June  2022 in the Metaverse via the Surreal Platform and featuring key thought leaders from Epic Games, Amazon AWS, and disguise.

Sign up here

Access our media pack.

# # #

About disguise

disguise is the platform to imagine, create and deliver spectacular visual experiences. Its award-winning extended reality (xR) solution has powered over 600 immersive real-time productions across live entertainment for music artists such as Katy Perry and Billie Eilish, film and episodic TV productions for Netflix and Amazon Prime, corporate presentations for Siemens and Verizon, and live broadcast programmes from Eurosport, MTV and ITV,  in more than 50 countries.

 

With an ever increasing global partner network and working alongside the world’s most talented visual designers and technical teams in live events, TV broadcasts, films, concert touring, theatre, fixed installations and corporate and entertainment events, disguise is building the next generation of collaborative tools to help artists and technologists realise their vision.

 

Recognised as one of the Financial Times’ top 1000 fastest growing businesses for 2021, disguise has recently announced new majority backing from investment firm Carlyle Group, with Epic Games taking a minority stake.

 

For more information, please visit www.disguise.one    

 

Germany https://www.disguise.one/de

France https://www.disguise.one/fr

Spain https://www.disguise.one/es

Japan https://www.disguise.one/jp    

China https://www.disguise.one/cn

Korea https://www.disguise.one/kr

10 rules for successful metaverse marketing

Post originally appeared in Martech. Written by Lisa Peyton.

It was a balmy evening in the summer of 2006. A friend of mine had taken me to the house and home studio of Draxtor Despres, an award-winning documentarian, who I was interested in interviewing for a piece I was writing. Immediately I was smitten with this bespectacled, headphone-wearing character who spent much time puttering around his home studio cooking up creative projects.

He gave us the grand tour, which included a cozy and scattered live/work area and what looked like a full-blown production studio. Despres had been making some remarkably interesting mixed media content, and I was eager to understand his creative process. Before I had the chance to get into any probing questions, he kindly explained it was well past his bedtime, and he had an early morning. I checked my watch, and it was only 7 p.m., and then, as if on cue, Despres was gone. He had logged off.

Yes, this was a virtual meeting, but I remember it as if it were yesterday. The oldest and arguably most successful virtual world or metaverse Second Life (SL) had been our first meeting place. The platform allowed me to meet and chat with someone who lived across the globe, in a different time zone, while feeling like he lived right down the street.

Despres and I — or Bernhard Draxas he is known outside of SL — met several times after that first fateful meeting. He was a regular content contributor to the publication I founded almost 15 years ago, SLentrepreneur, dedicated to “making money in the metaverse.” For years, I managed a global team of writers, photographers and editors, all within the virtual world of SL. I knew immediately that the platform offered something extraordinary. However, it would be over a decade later before anyone in my profession would start taking the metaverse seriously.

My SLENTRE.COM staff in early 2008 at our virtual office in Second Life. My avatar and editor-in-chief, Avarie Parker, is second from the right.

Despres has been heavily involved with virtual spaces for almost twenty years and has become my go-to for all things related to building and engaging virtual communities. Despres and I eventually met several times in person and became fast friends. I interviewed him while he was attending Augmented World Expo in San Jose, and we presented together at AWE Europe in Munich. It was a HUGE highlight of that trip to explore Despres’ home city of Munich together, IRL or “in real life.”

I recently asked him to share his knowledge with my XR students at the University of Oregon. What follows are the top ten insights from our lively discussion. You can view the entire interview on my Twitch channel and several other XR-themed expert interviews.

Ten rules of the road for metaverse marketing

1. Understand the true potential of the platform

The term metaverse has been around for a long time and only recently has been co-opted by companies claiming that they have built or are building a metaverse. A true metaverse does not exist. It is a purely aspirational concept that would allow for an open, connected and interoperable network of virtual environments dedicated to social interaction. The metaverse is meant to be like a 3D Internet, where you can digitally move from virtual environment to virtual environment.

Each environment could have a different set of rules, different “owners,” different citizens — similar to different countries if you like – with underlying infrastructure that allows for seamless travel between these virtual worlds. That infrastructure needs to be decentralized and ideally open-sourced so that nobody is left behind and one company doesn’t monopolize our digital universe. A recent Fast Company article discusses this concept and highlights OpenSim or OpenSimulator, an open-sourced network of virtual worlds created in 2007.  

2. Understand the technology and the terminology

It is essential to understand the technology and terminology of virtual platforms. Virtual worlds and the metaverse are different. I would argue that the metaverse is an open and interoperable network of virtual worlds or environments. A “virtual world” is a digital space where you can spend time together and do nothing – you don’t need to play a game, for example – and no headset is required. Accessible 3D virtual spaces that users can access on a tablet, smartphone or laptop offer the same immersion and interaction as headsets or VR-based virtual worlds.

The media uses the term metaverse as a synonym for all the offerings in a virtual space, and often the term is associated with headset-based experiences. Meta, Apple, Microsoft, and anyone else who claims they have built a metaverse, has instead created a privately held, virtual world. These companies, of course, want you and everyone else to believe that they own the metaverse, thereby monetizing the data of its users and potentially monopolizing revenue from the required software to access the space.

3. Get smart on the benefits of immersion

There has been much research on the benefits of using virtual spaces to connect with and engage users. Virtual spaces improve recall of information, provide a greater sense of embodiment and presence, allow for greater interaction and agency, and help limit distractions. There are many different types of immersion: Strategic, tactile, sensory, narrative, spatial and virtual environments can help marketers and comms professionals leverage them all, making their experiences more interactive and less passive.

4. Refer to your audience as residents or citizens instead of users

Using the term “resident,” or “citizen” for virtual world users indicates they have a stake within that community and moves them into an active role instead of a passive one. This tenant reminds me of the great work done by Jonah Sachs and what he terms “empowerment marketing.” One of the tactics of empowerment marketing — forget the consumer and call on the citizen — reminds us that inspired citizens make better brand evangelists than helpless consumers. You can read more about Sach’s empowerment marketing in this great series of articles featuring his work.

5. Understand the differences between consumption devices

Just like you need to become familiar with a new social media platform before launching a campaign on the platform, you need to understand how your audience is consuming the virtual world. Within the splintered virtual world ecosystem, different virtual communities and platforms are consumed through a variety of different devices like smartphones, tablets, PCs, Mac computers, tethered headset devices like the Rift, tetherless headset devices like the Oculus Quest, mixed media devices like Microsoft’s Hololens and mobile VR devices like Google Cardboard.

This is one of the reasons building an interoperable network of virtual worlds is so daunting. There currently is not a set standard method of consuming these immersive environments. Each virtual world has been built to support very specific hardware, so understanding these requirements is essential before diving in.

6. Speak their language

Become familiar with the thriving virtual environments that exist today. Each virtual world requires a different avatar, language, etiquette, etc. If you are building a marketing plan for a virtual space – you need to understand as much as you can about the residents. Some great questions to ask include: What are the demographics of residents? Why are they on the platform? What role or need does the platform play in the life of the resident? What is the unique language of the platform? What are the community norms, rules and regulations?

7. Location, location, location!

Any good marketer understands you need to GO TO your audience, and tapping into an already thriving and active community is much cheaper than building one from scratch. When choosing a location or platform for your virtual experience, a strategic approach is required. The platform you choose can mean the difference between success and failure and should depend on your overall marketing goals and objectives and your target audience. Factors to consider: Who is spending time on the platform, how are people spending their time on the platform, and what is the cost (money/time) to spend time on the platform?

8. Use the design thinking process

Approaching your virtual world or metaverse strategy from a design thinking perspective is essential to make sure you are solving a real problem for the user. Leverage the tenets of design thinking:

1) Empathize with your target audience.

2) Define the problem statement.

3) Ideate.

4) Prototype.

5) Test.

This allows brands to understand residents’ core concerns better and ensure they are using technology to provide solutions rather than just sizzle. Big brands can succeed in virtual spaces if they respect the residents and design for their needs, not focus solely on the brand objectives.

9. Prioritizing short-term economic gains sacrifices resident experience

Today’s economic climate forces companies of all sizes to continually prove value to investors, with a quick ROI becoming the focal point to succeed. Therefore, it is no wonder that technology companies use short-term tactics to get their user numbers UP at the cost of longer-term considerations for the residents/users. It IS possible to build a lucrative, online platform without selling user data and force-feeding advertising down users’ throats.

For example, SL has slowly but steadily grown over the last decade because it is a freemium or subscription-based model. They rent virtual space to their residents, and the resident can do with it what they want. This business model allows SL not to sell resident data to advertisers. Linden Lab, the creator of SL, also gets about a 9% transaction fee for all virtual goods sold by users on the platform. Philip Rosedale, the founder of SL and an outspoken leader in the virtual world space, positions SL as a place where you can have digital sovereignty. Isn’t that refreshing? Rosedale has rejoined Linden Lab’s board of directors in hopes of providing a viable alternative to Meta’s (Facebook’s) virtual environment, where they are purportedly planning to charge over 40% for transaction fees while at the same time making billions from offering user data to advertisers.

10. Join an active community of virtual world explorers and pioneers

Trying to become familiar with all the virtual environments can be daunting, if not downright impossible. It is much more enjoyable to explore these worlds with natives, who speak the language and can help you learn the customs quickly. Several great communities bring together professionals looking to expand their knowledge in this space. I am involved with the VRAR Association, Augmented World Expo, Despres SL Life Book Club, and I host my own XR Pub Crawl. You can read the highlights from my last XR Pub Crawl with Billie Goldman in this recent post or register to join me LIVE on my birthday, where we’ll explore the latest virtual spaces being used for marketing and communications.

If you’re looking to get additional training on marketing in the metaverse, read my post “Become a Metaverse Marketing Maven,” where I outline some great online resources to help you flex your metaverse muscle. Remember, as I always tell my communications students, with XR and immersive media, we are only limited by our imagination. Together we can build something that will inspire, engage and immerse our digital citizens and communities!  

Learn more from the XR Interview Series.

How is Mixed Reality Changing Aerospace MRO?

Summary: As a participant in the German exhibition Aero Friedrichshafen, the popular Mixed Reality platform frontline.io demonstrated how using MR can revolutionize the Aerospace field.

The aerospace industry is a high-tech, high-precision business. It deals with the complex process of designing, manufacturing, and testing aircraft and other equipment. The industry's technological complexity is reflected in the high costs of product development and personnel training. 

Mixed reality has changed the game for the sector by boosting the development of infrastructural and operational procedures. Mixed Reality (MR) interfaces combine physical and virtual surroundings in a number of ways to give psychological immersion in a setting that incorporates both physical and digital phenomena. The interplay between the virtual and physical worlds is referred to as mixed reality. The key drivers of success in the aerospace sector are workers, and mixed reality has become an important instrument for industrial staff training.

About Frontline.io

frontline.io is a premier training and support SaaS platform used by top manufacturers worldwide. 

It provides cutting-edge tools that help deliver effective technical training & remote support, using innovative technologies including digital twinning, virtual reality, augmented reality, and mixed reality while delivering effective technical training and remote support.

The set of tools by frontline.io, brings a wide range of benefits and advantages to its customers:

  • As a software-as-a-service solution, frontline.io moves training and assistance from the physical to the virtual world. 

  • Organizations and customers can save a lot of money on training and support by using frontline.io. 

  • Mixed reality delivers 3D visuals to aid with problem discovery and digital repair manuals, and real-time engineer support. Mixed reality systems have had a substantial impact on the industry's cost-efficiency and performance, hastening its growth. 

  • 3D Digital Twin helps companies build Digital Twin models by uploading 3D CAD files and generating 3D models of their products using this SaaS platform. Mixed reality enables the creation of 3D virtual training rooms where students can study and practice with various interactive tools at their own pace or in a group environment.

  • Through a virtual replica that is identical to the actual mock-up generated throughout the aircraft's design process, Mixed Reality enables the visualization and interaction with aircraft CAD geometry. 

  • Digital Twin is flexible and available on any platform, including PCs, mobile phones, the web, and AR/VR headsets. 

  • X-Ray View allows users to examine the internal components of their Digital Twin and its movements, flows, and theory of operations. 

  • To further understand how the pieces work, they can be virtually disassembled and moved around from their installed positions. Parts Manipulation is possible as any part of the 3D model can be easily extracted, moved, or isolated. Drag and drop parts to adjust their position and rotate numerous sections on your 3D model. 

  • Interactive flows help prepare interactive and technical processes, troubleshooting manuals, and tutorial guides. Author, manage and design your content and task flow with our intuitive drag-and-drop interface. 

  • AR Mode is perfect for virtually locating the Digital Twin in any place or location and checking it from any perspective using a mobile, tablet, or AR headset. 

  • Hot Spots allow access to a number of predefined Digital Twin point-of-views that focus on certain topics, including spark plugs, gearboxes, and oil filters.

  • With the use of MR, information relevant to the task at hand may be displayed right within the trainee's vision, resulting in higher-quality work. It enables experiential teaching, which boosts productivity while also enhancing information retention and the scope of real-time feedback.

  • Aerospace engineers can use virtual training to study composite structures in a virtual environment, which helps them learn faster.

  • In addition, the simulation provided by Mixed Reality applications aids in the recreation of difficult and risky events, allowing learners to be better prepared.

  • Using powerful Augmented reality and mixed reality, several users can join remote assistance sessions to provide technical support from anywhere and at any time without having to physically visit the spot.

frontline.io aims to elevate training and support with the use of Mixed Reality in the Aerospace sector. It is an all-in-one platform that helps increase a team's capabilities while saving time and money. It includes virtual 3D interactive training, augmented reality remote support, and real-time analytics.

frontline.io at the German Aero Friedrichshafen event

From April 27 to 30, frontline.io attended the German Aero Friedrichshafen, a prominent show for general aviation. 

For more information, contact hello@frontline.io or call +1 (347) 321- 4812

See you at 2022 EAA AirVenture Oshkosh 

The VR/AR Association Appoints John Cunningham to Represent Unity on Global Advisory Board

The VR/AR Association is pleased to announce the appointment of John A. Cunningham to represent Unity on the VR/AR Association Global Advisory Board.

John is the founder and current President of the VR/AR Association Central Florida Chapter.  Over the past 4 years the Central Florida Chapter has grown to become the largest and most active chapters in the Association.  Central Florida has also become a recognized technology hub for immersive technologies due to the large gaming, entertainment and modelling and simulation and immersive technology education ecosystem.

Unity is the leading global development platform for immersive applications and has 3.9 billion monthly active end users and over 1.5 million active developers globally creating and consuming content made with its solutions. John currently leads Unity’s Government and Aerospace business with focus on Unity’s Digital Twin and immersive solutions and creating and supporting the large ecosystem of developers and end users.

“We are honored to have Unity on our Global Advisory Board to help guide the association to better fulfill our mission.  John is a recognized leader in the immersive technology industry and will help us to expand our capabilities to support the ecosystem that is creating the Metaverse”, Nathan Pettyjohn, President of the VRARA. 

Global Market Overview of Stereoscopic Software Solutions

Many users from the high-tech sectors of biochemistry / molecular research, geo-information (GIS, photogrammetry & LiDAR), medicine (CT, MRI & ultrasound) or construction (CAD, CAM & 3D printing) - often do not know which of the many software applications offered on the market are capable of stereoscopic visualization with spatial 3D-stereo and therefore true depth-perception, in contrast to the standard, flat and perspective, monoscopic representation.

After two years of intensive research and in cooperation with leading software manufacturers, the company Schneider Digital, recognized for its professional 4K/8K and VR/AR hardware solutions, has now published for the first time a global market overview of all 3D-stereo software solutions. More than 300 applications are currently listed and linked together with their creators in a monthly updated community-based database. Schneider Digital first checks the individual applications for their basic 3D-stereo functionality in order to then certify them individually for plug & play operation with its 3D monitors or the smart VR wall. The overview provides an open platform for users and software manufacturers, on which they can quickly and easily find stereoscopic software solutions tailored to their requirements:

https://www.3d-pluraview.com/en/application-field#su-software

Through the continuous maintenance of this central database, in which all worldwide relevant 3D-stereo software applications are listed, the company Schneider Digital provides users with an always up-to-date orientation aid, how their work processes and visualization quality can be improved using 3D-stereo technologies. A declared goal of the Miesbach-based company is to help as many software manufacturers as possible, to effectively integrate stereoscopic image output options into their existing applications. This offer is extended also to the implementation of a stereoscopic mouse pointer, which enables the user to directly and intuitively select every point, surface and edge in 3D space. Schneider Digital has been providing significant company resources for this pioneering work for more than two years. As a result, a manufacturer and hardware-independent "Open-Source Compendium" was created for the benefit of all software manufacturers and application users. At a glance, this global market overview shows which of the available software applications really have native 3D-stereo capability. In other words - "which software is able to display 3D data true-to detail, holographically, as real objects in 3D space, and which software already has a 3D-stereo cursor"?

Cross-industry compendium of 3D-stereo applications

Following the vision of creating a comprehensive market overview of all relevant 3D-stereo applications, Schneider Digital tested more than 300 software applications for their 3D-stereo functionality. The company has already certified most of them for operation with its own, passive 3D monitor systems, the 3D PluraView monitors.

Software solutions from the geospatial industry, from medicine, CAx, DCC/CGI and biotech sectors and many others, can be found under the download link https://www.3d-pluraview.com/en/application-field#su-software. The applications are sorted according to software and areas of use. They are listed and linked in alphabetical order, including information about the respective manufacturer. With the help of this overview, software manufacturers and users can quickly and easily find a solution that is tailored to their requirements. It is also planned to further expand this collection with video tutorials for 3D-stereo configuration settings and include also a graphics card database with all suitable, stereo-capable and professional graphic cards. The project initiator and CEO of Schneider Digital, Josef Schneider, summarizes the goal of the project as follows:

Our vision is the continuous expansion of this market overview, creating a complete, community-based database of all relevant 3D-stereo applications. In addition to listing all manufacturers and applications, we also want to integrate the relevant documentation, ‘how-to’ guides and video tutorials for the software configuration there.”

More than 300 3D-stereo solutions at a glance: www.3D-PluraVIEW.com

Most of the currently more than 300 software solutions have been extensively tested by Schneider Digital for their 3D functionality and certified for use with 3D monitors or power walls. The geospatial section includes leading 3D software applications from Esri, Hexagon, Bentley, Trimble, DAT/EM Systems, and Terrasolid, among many others. The "Medical" category includes, for example, the 3D Slicer software from KITWARE, the 3D application Stereotaxy from Brainlab, Vesalius3D, and the 3D software syngo.foursight TEE & Cinematic Anatomy from Siemens. All 3D software applications listed in the overview are widespread solutions for sophisticated visualization. For design and modeling in the CAx area, 3D-stereo solutions are listed, e.g. from Autodesk, Dassault Systems, PTC, Siemens and ESI. Autodesk, Blender, Dassault Systems, KeyShot, and Lumiscaphe offer professional 3D software solutions for design and rendering. “Our goal is to make stereo technology more widespread in the market for use with professional applications. We would like to further establish the advantages of working and visualization in 3D-stereo for the most important industry applications," says Josef Schneider, summarizing the benefits of the market overview.

The market overview created by Schneider Digital with its more than 300 "real" 3D-stereo capable applications serves users and software manufacturers alike as an effective guide. The company makes the list of 3D-capable software applications available for download on its website at:

https://www.3d-pluraview.com/en/application-field#su-software

If you are not on the list with your 3D-stereo software application and would like to be included, please email Schneider Digital at software@pluraview.com.

Direct download of the PDF market overviews:

3D-Stereo Applications by Category

3D-Stereo Applications by Manufacturer

Complete 3D-stereo workstation solutions - a powerful combination of software and hardware

Working with holographically displayed 3D models is becoming increasingly established in application areas such as research, analytics, development, construction, design or medical diagnostics. The passive-stereo 3D PluraView monitors are now the industry standard for all stereoscopic software applications because they guarantee precise 3D-stereo visualization with the highest resolution of up to 4K per eye. They are used in a wide variety of areas, such as photogrammetry, GIS/mapping, LiDAR point clouds, laser scanning, oil & gas exploration, archaeology, AEC/BIM, visualization of 3D city models, CAx, medical or biotechnology and molecular chemistry.


3D visualization is a complex subject which can only lead to excellent, industrial-grade visualization results, if the software and hardware components work flawlessly together. Schneider Digital has over 25 years of industry and product experience with sophisticated professional hardware and has gathered detailed market knowledge and application expertise over these years. Schneider's experience has proved: the combination of computing performance and visualization technology is essential! If you use a 3D-stereo software solution and want to work stereoscopically - or with VR/AR - you need a competent CPU/GPU hardware combination. Only in perfect interaction with powerful, professional hardware can landscapes, buildings, entire cities, complex CAD models, GIS infrastructure, industrial processes or human anatomy be processed and visualized in three dimensions, true to detail, efficiently and smoothly. The larger the data sets to be processed are, the higher the demands on the performance of the workstations and the image quality of the 3D monitors. Professional users with demanding 3D work tasks benefit from the Schneider Digital’s visualization technology, in combination with high-performance workstations and 3D/VR/AR input devices as complete workplace solutions.

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Vendor-neutral and hardware-independent open-source compendium: Schneider Digital regularly publishes a global market overview of 3D-capable software solutions. Over 300 applications have already been tested for their 3D stereo functionality and certified for operation with 3D monitors or power walls.

Schneider Digital – The company:

Schneider Digital is a global full-service solution provider for professional 3D-stereo, 4K/8K and VR/AR hardware. Based on its 25 years of industry and product experience as well as its excellent relationships with leading manufacturers, Schneider Digital offers innovative, sophisticated professional hardware products and customized complete solutions for professional use. Qualified advice and committed after-sales service are the company's own standards.

The Schneider Digital product portfolio includes the right professional hardware solution for the respective requirements in these areas: High resolution 4K/8K to multi-display walls. Schneider Digital is the manufacturer of its own powerwall solution smartVR-Wall and the passive stereo monitor 3D PluraView. Performance workstations and professional graphics cards from AMD and NVIDIA as well as innovative hardware peripherals (tracking, input devices, etc.) round off the product range. Many articles are in stock. This guarantees fast delivery and project realization.

Schneider Digital is an authorised service distributor of AMD FirePRO/Radeon Pro, PNY/NVIDIA Quadro, 3Dconnexion, Stealth int., Planar and EIZO. Schneider Digital products are used primarily in graphics-intensive computer applications such as CAD/CAM/CAE, FEM, CFD, simulation, GIS, architecture, medicine and research, film, TV, animation and digital imaging.

Further information is available at www.schneider-digital.com and www.3d-pluraview.com.

Schneider Digital press contact:

LEAD Industrie-Marketing GmbH

André Geßner

Tel.: +49 80 22 - 91 53

188Hauptstr.46 D-83684 Tegernsee

E-Mail: agessner@lead-industrie-marketing.de

Internet: www.lead-industrie-marketing.de 

disguise Finalizes AdMiRe Research Project with the European Union Program

(London, 23 May 2022) disguise, the visual storytelling platform and market leader for extended reality (xR) solutions announces their successful participation in AdMiRe, a collaborative research project designed to help develop new solutions for Mixed Reality (MR) technology.

 

AdMiRe (Advanced Mixed Realities) is funded by the European Union’s Horizon 2020 research and innovation programme under grant agreement No 952027. In addition to disguise, the programme’s consortium includes Brainstorm, The Norwegian University of Science and TechnologyUniversitat Pompeu Fabra (Spain), Ecole Polytechnique Federale de Lausanne (Switzerland), NRK Nirsk Rikskringkasting As (Norway), Premier SportsSocietatea Romana De Televiziune (Romania) and the Spanish National Research Council.  

 

The main mission of AdMiRe is to research, validate and demonstrate innovations for MR pipelines with the goal of enabling a new level of interactivity in TV programmes, thereby enhancing the audience’s feeling of immersion and making broadcast content more engaging. AdMiRe also seeks to develop MR and xR workflows that radically improve how live-action talent interacts with CG elements on set in a realistic, hybrid environment where virtual and physical components blend seamlessly. 

 

disguise’s contribution focused on prototyping innovative features in its xR workflow to substantially increase efficiency and facilitate the creation of high-quality in-camera visual effects. This will empower better performances from talent interacting with and immersed in believable and captivating virtual environments. It will also enable creatives to deliver more innovative and engaging content while substantially reducing production and postproduction costs. The research also investigated further democratising of these new technologies.

 

The European Commission’s Innovation Radar has identified disguise as a ‘key innovator’ and will feature the innovations developed in the AdMiRe project on their platform amongst the most impressive technological and scientific advances being delivered by researchers and innovators around Europe.

disguise researchers focus on the challenges of machine learning, computer vision, graphics and classical algorithm design from the ground up. Using a complete end-to-end workflow of devising project proposals, finding and working with other world-leading partners and delivering significant state-of-the-art research that goes beyond incremental improvements, disguise research expertly crafts new approaches to solving difficult problems in the production space.

 

Through the two years of structured research at AdMiRe, disguise has not only generated fully working prototypes but also generated novel patents. The new features will make the disguise xR setup process even faster and easier and enable on-stage talent to physically interact with the virtual realm in real-time. 

 

“Through the dedication and hard work of our team of researchers, we are so pleased with the outcome of this project. We can hardly wait to get these fantastic new workflows into the hands of our customers, both new and existing. Combining these features will make the whole disguise xR process of setup even faster and easier and enable the on-stage talent to physically interact with the virtual realm in real-time,” says Richard Sykes, Lead Software Engineer at disguise

 

“Research-based collaborations like AdMiRe are invaluable opportunities for disguise to develop new prototypes and to experiment in new and wider scenarios. These programmes allow us to peek around corners that don’t exist yet and test what the future of technology might look like while capitalizing on this knowledge to ensure that our products are always at the forefront of innovation,” says Sara Coppola-Nicholson, Head of the Research Programme at disguise

Upon conclusion of the AdMiRe research project, disguise has been awarded a new grant as part of the EU’s Horizon 2020 Programme.

This grant will fund further research with AdMiRe partners Brainstorm and Spain’s Universitat Pompeu Fabra, as well as new collaborators. Commencing in September 2022, the 30-month project, known as “MAX-R,” will create new pathways to advance innovation in xR with the aim to launch an entirely new era in the production, distribution and enjoyment of creative media. 

“disguise’s mission is to be one step ahead and push the boundaries: always looking for new ideas, collaborating with knowledgeable partners and creating best-in-class solutions. AdMiRe has led to the development of prototypes that will carve out a new path for mixed reality technology. With MAX-R kicking off later this year, we continue our mission to develop tools that deliver a new era of extended reality production, helping both existing clients and new users. This is all a continuation of our mission to allow people to tell their stories in the most compelling and immersive way,” says disguise CTO Ed Plowman.

If you would like to get in touch with the research team at disguise, email marketing@disguise.one.

#  #  #

About disguise

disguise is the platform to imagine, create and deliver spectacular visual experiences. Its award-winning extended reality (xR) solution has powered over 600 immersive real-time productions across live entertainment for music artists such as Katy Perry and Billie Eilish, film and episodic TV productions for Netflix and Amazon Prime, corporate presentations for Siemens and Verizon, and live broadcast programmes from Eurosport, MTV and ITV,  in more than 50 countries.

With an ever increasing global partner network and working alongside the world’s most talented visual designers and technical teams in live events, TV broadcasts, films, concert touring, theatre, fixed installations and corporate and entertainment events, disguise is building the next generation of collaborative tools to help artists and technologists realise their vision.

Recognised as one of the Financial Times’ top 1000 fastest growing businesses for 2021, disguise has recently announced new majority backing from investment firm Carlyle Group, with Epic Games taking a minority stake.

For more information, please visit www.disguise.one    

Germany https://www.disguise.one/de

France https://www.disguise.one/fr

Spain https://www.disguise.one/es

Japan https://www.disguise.one/jp    

China https://www.disguise.one/cn

Korea https://www.disguise.one/kr 

Edstutia Launches Instructor Certification Program in Immersive Tech

Edstutia is a 21st century virtual learning platform at the intersection of business and technology. We have developed one of the world's first fully immersive campuses in true VR. We are finalizing our B2C programs which will launch in January 2023; however, we are currently working with Corp L&D to integrate VR-enhanced learning for onboarding, upskilling, team building, DEI initiatives, and more. Given the newness of the metaverse and immersive tech, we have learned first hand that one of our jobs is to educate people on the value and potential of learning in the metaverse.

As such, we designed a 10-week instructor certification program for instructors, professors, coaches, instructional designers, and other HR professionals to learn how to leverage XR and thus create impactful learning experiences for their respective audiences. Participants will learn what the metaverse is all about and why they should care. What, specifically, should L&D professionals understand about the possibilities of learning/teaching in the metaverse? What are the differences between 2D, 3D, AR, VR, MR, XR? They will be introduced to a variety of tools to design their own simulations/exercises, and learn how to capture and leverage data for performance measurement. At the end of the 10 week session - which has both asynchronous and synchronous components - participants will be expected to deliver a one-hour learning experience in VR to showcase their newly acquired skills.

The first two cohorts kick off in September. Cohorts are capped at 20 participants for optimal engagement. Participants will meet for 2 hours of live instructor-led training in VR each week. Upon completion of all the required components, participants will receive a digital certificate of completion. Cost: $5,000 pp. Required device: Oculus Quest headset.

Click here for more information, testimonials, and to register: https://edstutia.com/immersive-tech-instructor-certification/ The more people who go through this program, the more they will want to utilize the amazing tools and solutions that VRARA members are developing. Let's help them get on board and be meta ready. Because ready or not... here it comes!



Highlights from our VRARA Education Forum 2022: Top Sessions & Speakers. 1500+ attendees from 75 countries, 100+ schools/orgs, 50+ vendors

Thank you everyone who participated in our annual VRARA Education Forum hosted by our Education Committee and special thank yous to our event sponsors!

Below are some of the highlights from our Forum!

Let’s continue the discussions and collaboration during our weekly Online Meets!

Design Interactive wins MTEC Prototype of the Year Award

Design Interactive wins MTEC Prototype of the Year Award

DI is a woman-owned, small business in Orlando, Florida that specializes in the development of eXtended Reality training and operational support solutions that truly empower people. DI has been delivering value to customers in Defense, Manufacturing, Transportation, Aviation and Medicine since its founding in 1998. http://www.designinteractive.net

XR is the perfect workplace investigation communication tool. We just need to use it.

The complex world of workplace accidents

Effectively communicating the casual and contributing factors of workplace accidents has always been a challenge. Accidents are complex, particularly when they involve people. During one of my first health and safety roles I was tasked with developing a process to communicate learnings from incident investigations across a large, geographically distributed enterprise. Being new to the industry, I searched for effective ways to communicate investigation outcomes and came across the US Chemical Safety & Hazard Investigation Board (CSB) investigation videos; in particular the video of the Formosa Plastics Vinyl Chloride Explosion accident, which happened in 2004. The video included a computer-generated simulation of the events that led to an explosion of highly flammable vinyl chloride. The simulation was an effective way to communicate a complex work process and accident event timeline.  

Source: https://youtu.be/fjOfp_3GRb4 

At the time, XR technologies as we currently know them were in their infancy. Remember, this was 10 years before even Google cardboard was released. I recall finding a conference paper from a few years earlier that discussed a simulation of a mining fuel truck accident that was developed using 3D Studio MAX and exported into virtual reality modeling language viewed via Cosmo player. Too complicated, clunky and expensive to implement back then, I reluctantly settled on PowerPoint slides packed with photos with annotations and the occasional video. Throughout the rest of my health & safety career, video really took off to communicate workplace accident investigation outcomes, but XR never took hold.  

This all came back to me a week or so ago when I received as WhatsApp message from Martin Sawtell, XR Director at Dell Technologies. He sent me a link to the latest video from CSB, a simulation of a fire at Evergreen Packaging. We were both really impressed with the quality of the animation, a massive improvement over the 15 years since the Formosa Plastics video. Sure, it’s pre-rendered but it highlights how effective simulation and storytelling can be to communicate the complexities of significant workplace accidents. 

Source: https://youtu.be/mF1fHHUcstg 

Having worked in XR for a while now, it dawned on me that XR technologies are still not widely used for incident investigation communication, so I Googled “VR for incident investigation communication” and guess what popped up on the first page of results;  the conference paper with the mining fuel truck simulation using 3D Studio Max. 

VR is often used for health and safety training; in fact, it may even be the most common VR use case across the globe. So why aren’t XR technologies used more often for incident investigation communication? Let’s briefly explore the use case. 

Incident investigation 101

I am not going to go into the safety science or the forensic side of incident investigation, or even the difference in definition between accidents and incidents. Simply put, when things go wrong at work; something gets damaged, people get hurt (or worse) or the environment is harmed etc.; organizations have an obligation (often a legal one) to understand what went wrong on several levels (organization, system task, individual etc.). They do this to try and identify what they can improve. In modern safety science, it is becoming more popular to not just investigate when things go wrong, but also when things go right (perhaps this is an even more powerful approach). Either way, effectively all investigations have a timeline of events and outcomes that can often be very difficult to understand, especially if the work process is highly technical and the geospatial relationship between hazards and people is challenging to articulate in text or 2D. Communicating the outcomes of an investigation across an organization is a requirement of good safety management, generally a regulatory one. Communicating investigation outcomes are often poorly executed. 

Investigation communication 101 

I’ve dropped the word incident preceding investigation communication in the title of this section, because investigating good work is also a great idea and well worth communicating. Typically, investigations are communicated via a .PDF “newsflash”, .PPT slide deck (*snore – yes, I am guilty of this hundreds of times over), but if you are lucky perhaps a video is created as a communication tool and if you are really, really lucky, that video is supported with an animation. 

XR for Investigation Communication 

So here is the opportunity. Investigations are ultimately stories, so what better way to communicate a story than with immersive technologies? You can start simple, recreate an incident scene using a 360 camera, add annotations and port to a VR headset for low-effort immersive experience. For more complex scenarios, developing a CGI simulation could be well worth the effort to enable effective investigation communication without geographical constraints. You may even consider using AR to spatially anchor historical incident information around an asset, using a pair of AR smart glasses that overlay investigation learnings as you walk through the facility. The technology is available to improve the way we communicate investigation outcomes, it’s just waiting for us to use it. 

Cameron is a global XR strategist & chartered health & safety professional most comfortable exploring the intersection of emerging technologies and business performance. Cameron holds a BSc in Physical Therapy and a MSc in Ergonomics, Safety & Health with postgraduate studies in digital transformation and artificial intelligence ethics. He has extensive experience in safety & risk management and business transformation in high-risk industry having worked around the globe for ExxonMobil, BHP, Vermilion Oil & Gas and Oil Search Limited. Cameron is currently leading the commercial Augmented & Virtual Reality business for Lenovo in Australia and New Zealand after 3 years as a Solution Engineer with RealWear Inc. deploying wearable computing for enterprise.  

As the trusted voice for XR safety and risk management, Cameron volunteers on the Augmented Reality for Enterprise Alliance Safety & Human Factors committees, the authoring committee for the ISO Standard for AR/VR Safety and contributes to the ISO Standards committee for Artificial Intelligence. 

https://www.linkedin.com/in/cameronmstevens/ 




Nextech AR in Partnership With Restaurants Canada Launches 365 MetaMarketplace

Nextech AR is pleased to announce the launch of the groundbreaking 365 Marketplace with Restaurants Canada at the RC Show 2022—Canada’s leading foodservice and hospitality event, taking place May 9-11, 2022.

Designed by Nextech AR Solutions, the platform creates a hybrid blend of virtual event space and international marketplace, with up to 5,000 virtual vendor profiles serving 30,000+ members. 365 Marketplace aims to be a thriving centre for ecommerce, using unique 3D augmented reality technology to showcase products in their truest form, allowing members to interact at a higher level.

“The 365 Marketplace offers a one-stop-resource for international communities to connect with the Canadian foodservice market, and vice-versa,” says Roy Little, Interim President and CEO, Restaurants Canada. “Our partnership with Nextech AR Solutions offers industry professionals the tools they need to help better serve the Canadian market and establish global connections. We look forward to bringing the virtual 365 Marketplace platform to the industry to break down barriers and encourage business across borders as the global foodservice industry revives post-pandemic.”

Learn more here.

Exclusive: Orlando Sets Out to Cement Itself as the Center of the Metaverse

The VRAR Association is playing an important role in the metaverse ecosystem, and is especially apparent in the Orlando chapter. See below for an excerpt from the Orlando Inno Business Journal:

The masters of the metaverse are in Central Florida. 

That’s according to the Orlando Economic Partnership, which is spearheading an initiative to establish the region from Orlando to Miami as the “MetaCenter,” the national hub for technologies that power the metaverse. They include gaming, simulation, virtual reality and artificial intelligence.

Central Florida is moving to be the first U.S. market to embrace the identity of a metaverse hub, said OEP Chief Innovation Officer David Adelson. “After watching intently for years as the building blocks of this new frontier unfold, the metaverse is taking shape – and it is evident that Orlando’s tech companies play a big part in developing this new world.” 

David Adelson

Orlando Economic Partnership

What is the metaverse?

The metaverse concept refers to a network of interconnected virtual worlds where users can interact with various services and with each other. It’s expected to be boosted by Web 3.0, the term given to the next iteration of the internet that will be decentralized and blockchain-based.

The metaverse is a concept that’s quickly gaining popularity among startups, enterprise companies and the public at large. For example, Facebook last year rebranded as Meta Platforms Inc. (Nasdaq: FB) with a new focus on the metaverse, and The Walt Disney Co. (NYSE: DIS) in February charged Senior Vice President Mike White with leading the entertainment giant’s metaverse strategy.

The metaverse presents an $800 billion market opportunity, according to Bloomberg research. 

How does the metaverse relate to Orlando?

Metro Orlando is home to a large number of companies and research efforts focused on technologies that directly or indirectly support the metaverse, specifically in five tech verticals:

  • Augmented and virtual reality: The Central Florida chapter of the VR/AR Association is the biggest and most active in the world, President John Cunningham told Orlando Inno. Meanwhile, Orlando is home to one of the nation’s highest concentration of Unity (NYSE: U) game engine licenses and the OEP's "digital twin" that virtually recreates 800 square miles of metro Orlando.

  • Artificial intelligence: AdventHealth in 2019 opened the world’s largest medical “mission control” center in Orlando, which uses artificial intelligence to guide ambulance dispatches, patient transfers and treatment prioritization.

  • Gaming: Electronic Arts Inc. and Iron Galaxy Studios LLC employ more than 900 people combined at two downtown Orlando video game studios. Meanwhile, The Princeton Review last year named UCF Florida Interactive Entertainment Academy’s graduate video game design program the best in the world, and ranked Full Sail University among the top 50 undergraduate game design programs.

  • 3D reconstruction: This encompasses the region’s $6 billion modeling, simulation and training industry and Orlando’s photonics/optics sector that includes industry leaders like Luminar Technologies Inc. (Nasdaq: LAZR) and UCF’s fast-growing photonics college.

  • Internet of things: This can make essentially any device a smart device, and it’s powered by semiconductor technology and lightning-fast data networks. Semiconductor maker SkyWater Technology Inc. (Nasdaq: SKYT) recently set up shop in Osceola County’s NeoCity, while Lake Nona is home to one of Verizon Communications Inc.’s 5G Innovation Hubs.

Meanwhile, the Miami market is an emerging leader in blockchain and cryptocurrencies, two other integral components of the metaverse. 

What does the MetaCenter idea mean for Orlando’s economy?

Local governments, economic development groups and the tech community at large have spent years trying to build up the region’s innovative identity and diversify its economy with more high-wage, high-tech work. Labeling the region as the center for metaverse technologies not only boosts Orlando’s innovation profile, but it also may draw more companies and jobs here, Lewis said. “There are jobs, opportunities for entrepreneurs and lots of talent and knowledge here.”

What’s next?

So far, the OEP has filed for a trademark for the term “MetaCenter” and will launch a website dedicated to the initiative this week. The MetaCenter is expected to get a big boost June 1 when a video highlighting Central Florida as the MetaCenter will play during the AWE extended-reality expo keynote address by Unity CEO John Riccitiello.

From there, the OEP aims to target trade shows and conventions for the region that relate to the metaverse, take a “road show” to cities from California to New York to spread the word, create specific targets for job creation/economic impact and other emerging projects.

Source