VR in Oil & Gas Industry: Subsea Pipeline Repair through VR Training

Education and training are undergoing a transformative revolution through XR technologies, including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In particular, VR in the oil and gas industry is witnessing a profound impact. One of our clients encountered difficulties with conventional training approaches for subsea engineers. In their quest for a cost-effective solution, they sought a means to provide lifelike, hands-on experiences for more effective and efficient learning.

For the proposed immersive VR training for subsea gas and pipeline repair solutions, we developed an application in Unity. The application includes a comparable set of scenarios and tools used in real life, offering subsea engineers in training a realistic and immersive learning experience to swiftly address broken pipelines. The VR application simulated the undersea environment, enabling the engineers to practice repairs on virtual pipelines using the same tools and equipment they would use in a real-life situation, and following similar procedures. 

Our in-house 3D designers created the entire environment for the solution that was similar to the real-life subsea pipeline setting from scratch. The immersive VR training for subsea gas and pipeline repair solutions had a significant impact on the client’s training program. The subsea engineers were able to gain hands-on experience in a safe and controlled immersive environment, which resulted in reduced errors and increased efficiency during real-life repairs. The learners were able to effectively learn the procedures via repetition and independent study, resulting in a longer retention of the processes. The application not only improved the training experience, but also shortened the training period and reduced training time and costs.

Read the full article: https://www.travancoreanalytics.com/case-study/immersive-vr-training-subsea-gas-pipeline-repair/

On the whole, VR has the potential to make industrial training safer, more cost-effective, and more effective in preparing employees for their jobs. As the technology continues to evolve and become more accessible, we can expect to see more widespread adoption of VR in industrial training programs.

Get to know more about our AR/VR expertise at: https://www.travancoreanalytics.com/services/ar-vr-development/

For a demo, reach out to us at: contactus@travancoreanalytics.com

VRARA Bytes Podcast: Rob Petrosino/Peak Activity

In his weekly video VR/AR Bytes Podcast, Orlando Chapter President and VRARA COO John Cunningham provides short interviews with the movers and shakers in the VRARA industry who share their insights into how VR & AR is impacting their businesses. Watch his interview below with Rob Petrosino of Peak Activity as they discuss the question, “Have we reached the Tipping Point for XR?"

Watch the entire series here, and subscribe to receive the weekly podcast!

Lynn Welch appointed as co-chair for VR/AR Association Defense & Intelligence Committee

We are thrilled to have Lynn Welch help us lead our Defense & Intelligence community . Join our online sessions so you can connect, learn, and grow your knowledge/business.

Lynn Welch is a Chief Growth Officer at Lucid Reality Labs. She has a career spanning more than twenty-five years in virtual, modeling and simulation. In her portfolio, there are numerous game-changing projects, in particular, the first synthetic battlefield reconstruction of the historic Battle of 73 Easting, the first immersive platform to focus on communication and response coordination for mass casualty incident training across Army National Guard CBRNE, local and state first responders, and many more.

We are looking forward to your collaboration and mutual results!

I am delighted to deepen my commitment to the VR/AR Association and the wider Defense XR community by serving as the lead for the Defense and Intelligence Committee. Throughout my career, I have been inspired and persistently reinvigorated by the unrelenting innovation sparking from the Defense and Intelligence community across all mission areas.
— Lynn Welch, Chief Growth Officer, Lucid Reality Labs

 



Announcing the Inaugural VRARA Healthcare Summit

The inaugural VRARA Healthcare Summit in Miami is Feb 1st at the University of Miami Lakeside Village.

The use of XR and AI technology to improve healthcare delivery is rapidly increasing and this conference will provide medical practitioners and technologists who are interested in learning how they can adopt XR and AI to meet directly with medical practitioners and technologist who are using it TODAY!

Below are just some of the Medical Practitioners that are using XR and AI that will be speaking. The conference will be limited to 150 people so that everyone can meet in person.

The conference fees to are only $100 and the technology exhibition is free (no need to register for that).

To see all speakers/details and to register for the conference go to: https://lnkd.in/eDZvc4X2

Dr. Robert Masson: https://lnkd.in/e8stpXgy
Dr. Michael Y. Wang: https://lnkd.in/eGAHrSZJ
Dr. Azizi Seixas : https://lnkd.in/eK7D-BvC
Dr. Giselle Ricur: https://lnkd.in/eJV3haR8
Dr. Greta Mitzova-Vladinov,: https://lnkd.in/eEGS9VBQ
Dr. Jorge Calzada: https://lnkd.in/e-_G2UYh
Dr. Miriam Zylberglait (Dr.Z): https://lnkd.in/e-D3SgCu
Dr. Linda Ciavarelli,: https://lnkd.in/en_vmiGh
Col (Ret) Cheryl Lockhart: https://lnkd.in/ebH_sRsX


PIXO VR Announces Development Collaboration with Dimension X

For the Creation of an Industry-Changing Low Code Extended Reality (XR) Builder for Enterprise

Berkley, MI. — PIXO VR and Dimension X - creator of Bonfire™, a low code immersive content creation tool for designers, developers, and storytellers - have collaborated to advance Bonfire as a low code Extended Reality (XR) builder for enterprise integrated on to PIXO Platform™. 

PIXO Platform allows enterprises to easily manage, distribute, report on, and now create Virtual Reality/Augmented Reality/Mixed Reality (VR/AR/MR) training globally. PIXO’s customers, including Ford, Bosch, Saudi Aramco and General Dynamics, have utilized immersive, interactive training to improve employee engagement, lower turnover and improve employee performance by increasing confidence from training.  

Together, PIXO and Dimension X have enhanced Bonfire as an enterprise XR content solution that makes it easy for every company to create their own VR/AR/MR content and benefit from immersive training, paving the way for widespread adoption and scale.

“PIXO’s goals are to continue to break down enterprises’ barriers to offering the most effective training available,” said Sean Hurwitz, Founder & CEO of PIXO VR. “Together with Dimension X, we are delivering an enterprise content builder to remove what we have experienced as one of the biggest barriers to the adoption of VR/AR/MR in enterprise: creating relevant, customizable content.”

“Both Dimension X and PIXO share a focus on democratizing highly scalable, immersive experiences,” said Scott Robertson, CEO of Dimension X. “We made Bonfire to empower content creators, and are excited to help PIXO integrate Bonfire onto their Platform to make customized VR/AR/MR available to all companies, with faster content creation timelines and enhanced learning effectiveness beyond what traditional training methods can achieve.”

PIXO Platform now features the only low code XR content creation tool that generates enterprise-quality, fully interactive immersive modules with drag-and-drop simplicity. With a library of reusable, customizable 3D components that are easy to make, and content publishable across desktop, mobile and XR devices, enterprises can create fully interactive custom modules like this fast food bagging training in as little as one month, saving up to 50% in time and cost and making immersive interactive training available to all employees.

Contact us to meet at CES 2024 in Las Vegas and demo this industry-changing low code XR content builder: sales@pixovr.com 

About PIXO VR 

PIXO VR recognizes that people are companies’ most valuable asset. We empower employees to do their jobs well and create impact, and enterprises to make their employees feel appreciated. PIXO Platform streamlines management of an Extended Reality (XR) program to one-step content and user management globally. With our vast offering of off-the-shelf VR Training Content and ability to create custom content for specific needs, enterprises can easily start and scale their XR journey with PIXO. 

About Dimension X

Dimension X, Inc. is an immersive and spatial XR products company. It has pioneered the development of software technology that is enabling storytellers, trainers, designers, developers, musicians and entertainers to make boundless experiences using its no-/low-code Bonfire™ builder. It has created the Spark file format, a 3D reusable component that includes both visual characteristics as well as customizable traits, causes and effects that create contextual intelligence. The Spark file format enables drag-and-drop simple experience creation in less time, at lower costs, and with less technical effort. Experiences built in Bonfire can be deployed across all modalities including mobile, desktop and XR devices, making it possible to create world-class training, gaming, marketing, simulations and entertainment. Learn more about Dimension X

 

Sony Announces Spatial Content Creation System, Equipped with High-Quality XR Head-Mounted Display and Controllers Dedicated to Interaction with 3D Objects

Sony Announces Spatial Content Creation System, Equipped with High-Quality XR Head-Mounted Display and Controllers Dedicated to Interaction with 3D Objects.

Metaverse Technologies and Hardware to Empower 3D Content Creators

TOKYO, January 9, 2024 -Sony Corporation announced development of an immersive spatial content creation system, which includes an XR head-mounted display equipped with high-quality 4K OLED Microdisplays*2 and video see-through function, and a pair of controllers optimized for intuitive interaction with 3D objects and precise pointing. The system is aimed at supporting creators in sophisticated 3D content creation. Sony plans to collaborate with developers of a variety of 3D production software, including in the entertainment and industrial design fields. At launch, Sony is exclusively partnering with Siemens, a leader in industrial technology, to introduce a new solution for immersive design and collaborative product engineering using software from the Siemens Xcelerator open digital business platform.

The system will be available later in 2024. Sony and its partners will announce further details including specs, launch date and regions, pricing, sales channels, and software compatibility.

This spatial content creation system, equipped with an XR head-mounted display with 4K OLED Microdisplays and Sony's proprietary rendering technology, enables real-time, high-definition and realistic rendering of textures of 3D objects and facial expressions of human characters. In addition to video see-through functionality and spatial recognition with six cameras and sensors in total, the system features a ring controller that allows users to intuitively manipulate objects in virtual space, as well as a pointing controller that enables precise pointing, allowing creators to craft in virtual space with controllers and keyboards, all while wearing the head-mounted display. Creators will not only be able to see real-scale 3D models in an Extended Reality (XR) environment with the high-definition display, but also create and modify 3D models in it. Through integration with third-party 3D creation applications, it also supports remote, real-time review between locations, making this an intuitive and immersive tool for the entire process of spatial content creation.

The device features Snapdragon® XR2+ Gen 2 Platform, the latest XR processor by Qualcomm Technologies, Inc. The processor unlocks the power of the 4K OLED Microdisplays to deliver stunning image quality, as well as provides user and space tracking for seamless XR experiences, offering creators a high-performance platform for their creative workflow.

Sony has released technologies that support workflow and quality of spatial content creation and facilitate use of 3D CG in various creative fields. Mobile motion capture system "mocopi™," with small and lightweight sensors and a dedicated smartphone app, enables full-body motion tracking, using Sony's proprietary technologies. Spatial Reality Displays provide highly realistic, three-dimensional content without the use of special glasses or Virtual Reality (VR) headsets, for spatial content creation and review process. By introducing this system and collaborating with 3D creation software developers, Sony aims to further empower spatial content creators to transcend boundaries between the physical and virtual realms for more immersive creative experiences.

"Siemens is partnering with Sony to enable immersive engineering, a critical building block for the industrial metaverse. Together, we are creating an environment where it will be possible to experience the realities of physics, without the bounds of time to profoundly improve how our customers work and collaborate," said Cedrik Neike, Member of the Managing Board of Siemens AG and CEO of Siemens Digital Industries.

"We designed our Snapdragon XR2+ Gen 2 to deliver 4K display resolution, cutting-edge graphics, and unparalleled performance to enable creators to build innovative spatial content that will transform all industries for the better," said Said Bakadir, Senior Director, Product Management of Qualcomm
Technologies, Inc. "It's exciting to see Sony enter the enterprise space with their spatial content creation system and utilize Snapdragon XR technologies to unleash more realistic, detailed, and precise Mixed Reality (MR)/VR experiences that will help developers and creators push forward an even more immersive future."

Main Features

High-Quality XR Experience for Creative Uses

The head-mounted display is equipped with large-size, high-definition 1.3-type OLED Microdisplays with 4K resolution and a wide color gamut that covers up to 96% of DCI-P3*3*4. Detailed and realistic rendering of textures of 3D objects and facial expressions of human characters allows creators to go through the whole process of modeling to review, all while wearing the head-mounted display.

By supporting split rendering*5, which distributes the rendering load between computers and the head-mounted display, the system is capable of stable and high-definition rendering of large-size 3D models.

Through our collaboration with Qualcomm Technologies, Inc., Sony is among the first to adopt their latest Snapdragon XR2+ Gen 2 platform. The processor unlocks the power of the 4K OLED Microdisplays to deliver stunning image quality, while on-chip AI enables enhanced user and space tracking for seamless XR experiences, merging physical and digital spaces for easy navigation and intuitive interaction within the XR creative spaces.

Controllers that Provide Intuitive Spatial Content Creation Experiences

The system includes a ring controller that allows users to intuitively manipulate objects in virtual space. It also comes with a pointing controller that enables stable and accurate pointing in virtual spaces, with optimized shape and button layouts for efficient and precise operation. By holding the pointing controller in the dominant hand and attaching the ring controller to the fingers of the other hand, creators can model 3D objects using both controllers and a keyboard, while wearing the head-mounted display.

Intuitive manipulation of an object with the ring controller

The pointing controller enables
accurate pointing in virtual spaces

Designed with Comfort, for Seamless XR Creative Experiences

The head-mounted display provides comfort and stability required for extended creative use, by fine-tuning the balance of the device's center of gravity, and the design and material for pads that come into direct contact with the user's head. Additionally, the flip-up mechanism of the display part allows creators to easily and seamlessly move between physical and virtual spaces, without having to recalibrate the device when removing and wearing the entire device.

Optimal balance for extended creative uses

Flip-up mechanism of display part

Immersive Creative Experience Through Integration with 3D Creation Software

Sony seeks to collaborate with various 3D production software developers, in both entertainment and industrial design fields. At launch, Sony will exclusively partner with Siemens to bring innovative immersive engineering capabilities to the manufacturing industry, through integration with the new NX™ Immersive Designer software, a product engineering solution from the Siemens Xcelerator portfolio of industry software. The integration of powerful hardware and software will empower creators in industrial design and product engineering field, by providing a more immersive design, review, and collaboration tools.

ARound and Immersal Team Up to Revolutionize Augmented Reality in Sports and Live Entertainment

NEW YORK and HELSINKI, Jan. 4, 2024 /PRNewswire/ -- ARound, the pioneering shared augmented reality (AR) platform, part of Stagwell (NASDAQ: STGW), is excited to announce a groundbreaking partnership with Immersal, leaders in spatial computing and AR localization technology, and part of Hexagon. By creating a turn-key WebAR solution for stadium AR, this partnership facilitates easier integration of shared AR experiences for teams, venues, and events, broadening the scope of interactive fan engagement. ARound and Immersal are poised to announce their inaugural collaboration with a major sports league next month, marking a significant milestone in bringing this innovative vision to life. 

This partnership combines ARound's connected, shared AR technology that has transformed live fan experiences for professional sports teams across three professional leagues – MLB, NBA, NFL – including the Minnesota Twins, Los Angeles Rams, Kansas City Royals, and the Cleveland Cavaliers, with Immersal's visual positioning system (VPS) that creates centimeter-accurate, large-scale indoor and outdoor AR experiences.

"This partnership is a game-changer in the world of sports and live entertainment as we collaborate to make stadium AR experiences more accessible and ubiquitous to all fans and types of events," said Josh Beatty, founder and CEO, ARound. "By integrating our fan engagement platform with Immersal's robust localization technology, we can seamlessly create dynamic digital experiences that put fans at the center of the action while scaling to new audiences around the world."

The integration of ARound and Immersal technologies yields greater access and broader use cases of AR experiences through WebAR, enhancing the overall quality and ease of integration for in-stadium entertainment. Fans can interact with live events in real-time, participating in AR games, accessing real-time game content, and enjoying shared experiences with fellow attendees, all from their smartphones without the need for a standalone app. Brands and sponsors will also now be able to connect with audiences in innovative, meaningful ways, enhancing their marketing mix and creating new avenues for engagement.

"We're committed to innovating and enhancing AR experiences at live events and our technology, combined with ARound's exciting platform, will set a new benchmark in how fans interact with live sports and entertainment, offering them an engaging and memorable experience like never before," Matias Koski, CEO, Immersal.

This groundbreaking partnership heralds a new era in fan engagement, offering sports teams, venues, and brands an unparalleled platform to connect with audiences. Combining ARound's interactive fan experiences with Immersal's precision technology, the stage is now set for a revolution in live entertainment.

About Immersal
Immersal, part of Hexagon, is building world-leading spatial mapping and visual positioning tools — the foundation of the metaverse. Founded in 2015, Immersal's team is based in Helsinki, Finland, and working with partners, developers and creators across the globe to reimagine how we explore, interact and create. Immersal also has sales offices in Hong Kong and in Silicon Valley, California, and is expanding its presence and partner networks globally. The company was acquired by Hexagon in 2021 and continues to pursue the vision of a metaverse built and experienced by everyone on any device. Hexagon (Nasdaq Stockholm: HEXA B) has approximately 24,000 employees in 50 countries and net sales of approximately 5.2bn EUR. Learn more at hexagon.com and follow us @HexagonAB.

CONTACT: 
Sarah Arvizo
pr@stagwellglobal.com 

Call for Participation in our VRARA National Security Summit in Washington DC

Our VRARA National Security Summit in Washington DC will be held on Feb 9th at the Helix.

If interested to sponsor and exhibit, email Kris Kolo at kris@thevrara.com . Sponsors get the best speaking spots and promotion to our 60K emails mailing list.

This 1 day conference + expo will bring together experts in XR, AI, Digital Twins and Electromagnetic Spectrum to explore how these technologies are shaping our nations defense.

This is a must-attend gathering for anyone interested in the intersection of XR and national security. Discover the latest advancements, network with industry leaders, and gain valuable insights into the future of this dynamic field. Don't miss out on this unique opportunity to connect with like-minded professionals and explore the cutting-edge technologies shaping the future of national security!

Topics covered:

  • Extended Reality (XR) technology

  • Artificial Intelligence (AI)

  • Digital Twins (DT)

  • Electromagnetic Spectrum (EMS)

If interested to sponsor and exhibit, email Kris Kolo at kris@thevrara.com . Sponsors get the best speaking spots and promotion to our 60K emails mailing list.

Call for sponsors for The Polys - 4th Annual XR Awards in NYC

The VR/AR Association is joining forces in partnership with the ​Poly Awards​ and we have some amazing sponsorship opportunities so you can align your brand with innovation, connect with industry leaders, and maximize visibility among the XR community! If interested to sponsor, email kris@thevrara.com

Witness excellence on March 3, 2024, at The Polys - 4th Annual WebXR Awards. Immerse yourself in the extraordinary as we honor those who lead, create, and star in the dynamic world of WebXR.

The awards event will showcase the best people and companies in WebXR delivered as a hybrid event showcased to the world and taking place in the Engage XR virtual platform within an immersive custom world build for the event, and broadcast to tens of thousands of people via various media channels.

The event will also include an exclusive in-person VIP tickets (limited 100 people) to attend in NYC at the ZeroSpace Studio where the event will be produced leveraging the most innovative XR production studio technologies (a 50’ convex LED Virtual Production Stage, a Vicon markerless motion capture stage, and Scatter’s Virtual Production Stage).

The event will leverage groundbreaking innovations from the previous year's show, including the groundbreaking firsts of being the first show to broadcast from an LED Stage, bring hosts, guests, and presenters into the Metaverse as human holograms using a volumetric capture stage (see our ​video​), present a virtual trophy in a holographic display, present a dance tribute performance on the LED volume.

Experience the synergy of innovation as the VR/AR Association collaborates with the Poly Awards, celebrating the pinnacle of achievements in the WebXR industry. As the largest global networking association for XR, we're proud to elevate and market this prestigious event.

Partnership Highlights:

  • Global Reach: The VR/AR Association's expansive network ensures global exposure for the WebXR Awards.

  • Industry Authority: Leverage the authority and credibility of the VR/AR Association to boost event reputation.

  • Sponsorship Opportunities: Elevate your brand with a sponsorships for this landmark event taking place

Why Sponsor?

Align your brand with innovation, connect with industry leaders, and maximize visibility among the XR community. By sponsoring the Poly Awards with the VR/AR Association, you become an integral part of shaping the future of XR. The VR/AR Association is an authorized partner for marketing, promotion and sponsorship sales, and unlocking a global audience for your brand to be showcased. If interested to sponsor, email kris@thevrara.com

Marketing Channels:

  • Engage our extensive social media platforms.

  • Features in VR/AR Association newsletters and publications that go out to over 50,000 subscribers.

  • Leverage our social media channels, with tens of thousands of followers and podcast with over 500k listens, and align your brand with an audience of the Poly’s WebXR Awards and the VR/AR Association.

Metrics:

Measure success through increased event, and digital media and social media impressions pre-event, during event and post event.

Together, let's redefine the boundaries of WebXR innovation!

Seize the opportunity to be at the forefront of WebXR excellence. Explore sponsorship options with the VR/AR Association and propel your brand into the immersive future.

If interested to sponsor, email kris@thevrara.com

Market Innovation: Goundbreaking Video Encryption Module to Protect your Works

Discover the seamless ease of securely sharing VR content! As of now Showtime VR enables you to license, securely distribute, and protect the playback of your VR videos. Thanks to implementing Widevine DRM technology, Showtime VR adds the content encryption on top of the usual showcasing 360-degree videos and 6dof experiences simultaneously.

What is DRM and why is it so important?

Digital rights management (DRM) involves the utilization of technology to control and manage access to copyrighted content, primarily through licensing agreements and encryption. It empowers content creators such as filmmakers, musicians, and other authors to have full control over who, when and how can use their content. That's why it's widely embraced by major players in traditional video streaming like Netflix, YouTube, Warner Media, Sony, and many more. At Showtime VR, as the first in our field, we decided to implement this technology into our Library, effectively creating a safe space for our clients'  VR works.

How does it work?

Our video player supports Widevine DRM on specific devices (Meta Quest 2, Quest Pro, Pico G3, Pico Neo 3 Pro, Pico 4 Enterprise, HTC XR Elite, HTC Focus 3), thereby restricting unauthorized viewing of the content. In the event of file theft, the stolen files become unusable for the thief, as they are exclusively playable on authorized devices in conjunction with a valid Showtime VR license. Furthermore, the DRM enables rights owners to establish an expiration period for shared content. Thanks to all of these features, Showtime VR  Video Encryption is already used to secure VR experience in Schönbrunn Palace in Vienna.

How to use Video Encryption in Showtime VR?

The Video Encryption module is available through our Library content distribution service. Library is an integral part of Showtime VR Online but can also be used with Showtime VR Local licenses.

Learn More about Showtime VR solutions for synchronised VR playback!

Volvo, Zeiss, Siemens to speak at our Best of Europe: XR, AI, Immersive Tech event. We expect 1000+ people!

Join us for Best of Europe: XR, AI, Immersive Tech, our VRARA Europe Summit, a virtual event on March 21, 2024.

We expect 1000+ people!

More speakers announced soon!

See event website and register here

If interested to speak or sponsor, please email info@thevrara.com

Our event will bring together key leaders and innovators in the immersive tech space in Europe, offering unique insights and perspectives on the latest developments in the industry. Join us for best and brightest in VR, AR, and other cutting-edge technologies shaping the future of the digital world.

Topics our event will cover include:

* VR/AR

* Immersive tech

* AI

* Metaverse

* Virtual spaces

* Training

* Immersive learning

* Immersive Collaboration

* XR & AI Convergence

* BCI & HMI

* The future of XR devices

* Start-ups

* AI, XR and Ethics. EU digital legislation

Our past virtual events were very successful, including our VR/AR Global Summit with over 10,000 registrations!

If interested to speak or sponsor, please email info@thevrara.com

See event website and register here

VRARA Bytes Podcast: Michael Peeler/Mass Virtual

In his weekly video VR/AR Bytes Podcast, Orlando Chapter President and VRARA COO John Cunningham provides short interviews with the movers and shakers in the VRARA industry who share their insights into how VR & AR is impacting their businesses. Watch his interview below with Michael Peeler of Mass Virtual and President of the VR/AR Association (VRARA) Washington DC Chapter as they discuss the question, “Have we reached the Tipping Point for XR?"

Watch the entire series here, and subscribe to receive the weekly podcast!

Virtualware announces the imminent launch of the US$1 Million contract Railway Infrastructure VR Simulator

Bilbao, Spain, December 26 , 2023.- ADIF, the Spanish public entity in charge of managing the national railway network, announces the imminent launch of a Railway Infrastructure Simulator (SIF) for training in maintenance operations. The SIF will allow students to carry out collaborative exercises that can be distributed geographically in ADIF’s classrooms.

The simulator is based on the VIROO virtual reality platform. It was developed by Virtualware (EPA: MLVIR), Europe’s leading virtual reality company.

The exercises simulate operations related to traffic safety and risk prevention, as well as the execution of work in specific technical areas of railway construction and maintenance, including: infrastructure and tracks, energy and electrification, or signaling and telecommunications.

Virtualware has meticulously modelled an extensive virtual railway network, covering more than 100 km and including up to ten different areas on conventional and high-speed lines. Ten different types of rolling stock and numerous stations and technical buildings are also included.

Thanks to the freedom of movement in the virtual railway world, the detailed simulation of the functioning of real railway systems allows the acquisition of multidisciplinary skills for all operational professions related to safety or railway engineering, as well as for structural and middle management staff or traffic and driving staff.

This ambitious project includes the following software components:

– Content Builder: A tool that helps virtual reality providers create educational content in Unity, including virtual reality (VR) pills.

– Exercise Builder: A web-based application that allows trainers to create and edit exercises combining VR Pills and various multimedia resources such as videos, images, text, etc.

– Session Manager: A web-based management module that provides a customised learning experience, allowing the assignment and scheduling of specific exercises per user and per room, and the monitoring of student progress.

The training sessions can be carried out on a variety of devices, from a simple desktop PC to virtual reality goggles, immersive cubes with projection or even full-scale virtual reality rooms.

One of the key elements of the project is the new 120 square metre immersive room, located at the Valencia Technology Training Centre. This will allow multi-user training sessions to be carried out on a real scale.

The first version of the railway infrastructure simulator will be launched in the summer of 2024. This will coincide with the classroom training of new recruits from the public employment service.

Between February and March, the simulator hardware and software will be deployed throughout the country. From April, teams of instructors from other national and regional centres of the ADIF Training Sub-Directorate will be trained..

Adif and Virtualware have been working together on this project since 2021. The aim is to define the standards and features of this new generation of railway simulators.

This hands-on, active learning method significantly increases the impact of training and accelerates knowledge transfer.

In addition, the comprehensive simulation of work processes and incident resolution avoids risks and the possible impact on railway operations.

The launch of this collaborative virtual reality simulator in distributed environments represents a technological breakthrough and a true revolution, which places ADIF as a leader in training innovation on the international railway scene.

VRdirect News: TU Munich VR Success Story

The Institute for Machine Tools and Industrial Management at the Technical University of Munich implemented an innovative Virtual Reality tour to attract industrial partners. The tour replicates their test facility and showcases research setups with industrial equipment.

Advantages of virtual tours:

Cost-Efficiency: The VR tour significantly reduces expenses associated with physical tours

Time Savings: By eliminating the need for time-consuming on-site visits, the VR tour enables quicker engagement with potential partners.

Global Reach: The virtual format allows the institute to reach a global audience, breaking geographical barriers.

Interactivity: Users can engage with the VR tour at their own pace, zooming in on specific details and gaining a personalized understanding of the institute's research facilities.

Read the Success Story here!

Schedule a meeting to learn how your company can benefit from virtual tours!

Recap of our Digital Twins online session with Amy Peck hosted by Trista Pierce of Booz Allen

During our weekly online sessions, our community (both the end-users and solution providers) share their expertise and experiences.

During our last Digital Twins & Industrial Metaverse meeting, we had an end of the year industry wrap up, lessons learned, trends, and what to look forward to for 2024! The participants discussed advancements in immersive tech and emerging technologies, highlighting the industry's progress in XR deployment at scale and advancements in hardware, delivery, and toolkits. They also discussed the market making opportunity and the need to address SDGs and ESG measures, as well as the importance of enablers like quicker data transfer, edge computing, and cloud storage for effective adoption of emerging technologies. The utility of generative AI and toolkits, the use of immersive environments for measuring cognitive load and adapting training exercises, and the application of immersive environments for organizational management and training were also discussed. The participants emphasized the importance of a proactive mindset, the challenges with digital twins, data bias and control, simulation and gaming in business, blockchain challenges, virtual environments and identity verification, the intersection of XR and AI, and the use of AI and XR in the medical industry.

Topics & Highlights

1. Discussion on advancements of immersive tech and emerging technologies

  • The industry is pushing forward in XR and getting all the elements in place to deploy at scale.

  • Advancements in hardware, delivery, and toolkits were discussed.

  • The metaverse construct was unseated by AI in the hype cycle.

2. Market Making Opportunity

  • the market making opportunity and the need to address the SDGs and ESG measures.

  • the discussion will pinpoint how they focus on 2024.

3. Enabling Technologies for Emerging Techs

  • need for enablers like quicker data transfer, edge computing, and cloud storage for effective adoption of emerging technologies.

  • lack of day-to-day utility and the cumbersome nature of entering virtual environments.

4. Utility of Generative AI and Toolkits

  • utility of chat GPT and her deep dive into toolkits for leveraging generative AI in a more effective way.

  • plethora of tools built on OpenAI and Gemini that have changed various aspects of work.

  • impact of these tools on coding, project management, presentations, and art.

5. Human Performance and Immersive Environments

  • use of immersive environments, such as XR and IoT, to measure cognitive load and adapt training exercises based on biometrics and stress levels.

  • potential impact of understanding cognitive load and psychology on emergency situations, day-to-day life, and interpersonal relationships.

6. Organizational Management and Training

  • work done with companies, including design thinking, future visioning, and workshops.

  • application of immersive environments, real-time scenario simulation, and data collection for tracking cognitive and physical abilities.

7. Proactive vs Reactive Mindset

  • importance of training the mind to be present and make decisions based on current information, while also projecting forward to think about future products and services.

  • digital transformation strategy alone is not enough for fundamental change in business. A proactive mindset and a vision of the future are necessary to drive innovation.

  • mentality shift required in the public sector and the challenges related to security, integration, and data protection. Educating clients and customers about the strategic implementation of technology is important.

  • example of Tyndall Air Force Base as a case where solving current problems in a slow and steady manner is important. She also highlighted the significance of digital twins as a foundational element in every company.

8. Challenges with Digital Twin

  • challenges of Digital Twin due to the massive amount of compute required and the need for standards around data management and storage.

  • filtering and using efficient data for different use cases instead of compressing all the data together.

  • challenges of digital twins, including the massive amount of compute and data from ERP systems, the need for better data quality, and the importance of standardization.

  • realizations about Digital Twins, emphasizing the integration of data and workflow processes, the importance of data exchange, and the need for a common vocabulary.

9. Data Bias and Control

  • data scientists can come up with different inferences when given the same data set.

  • prediction that up to 70% of data will be synthetic in the next year and the implications of training AI on biased or skewed data.

  • need for mechanisms to control and train AI models on clean and accurate data, especially for companies in secure environments.

10. Simulation and Gaming in Business

  • use of simulation and game engines to simulate future business scenarios and visualize different scenarios.

  • role of game engines in visualizing digital twins and creating immersive experiences.

11. Blockchain and its Challenges

  • concerns about the security and transparency of data on the blockchain, as well as the integration of quantum computing. There is a general misunderstanding and lack of expertise regarding blockchain technology.

  • European blockchain services infrastructure and the use of blockchain for self-sovereign identity, NFTs, ESG reporting, and verifying data authenticity. He also highlights the fragmentation and lack of standardization in permissioned blockchains.

12. Virtual Environments and Identity Verification

  • importance of verifiable identity in virtual environments and the need for proof of humanity to prevent impersonation. The parallel with the zero trust mechanism is mentioned.

13. XR and AI intersection

  • The participants discuss the advances in AR and the increased interest in XR.

  • value of AI behind XR, particularly in delivering cognitive training and adaptive learning.

  • importance of securing data and mentions the challenges in adopting XR technologies.

  • ease of adopting XR technologies and the challenges involved. He also mentions the use cases for XR training in various industries.

14. AI and XR in the medical industry

  • AI learns from doctors' procedures and improves over time, leading to increased efficiency and transformation of the medical industry.

  • The challenges of using augmented reality on bodies due to anatomical variability and the need for FDA approval are discussed. Organizational culture and resistance to change are also mentioned as potential barriers to implementing digital twins.

  • high returns and short payback periods associated with digital twins, but highlights the resistance to change and siloed data as obstacles to their implementation.

VRARA Bytes Podcast: Dan McConnell/Booz Allen Hamilton

In his weekly video VR/AR Bytes Podcast, Orlando Chapter President and VRARA COO John Cunningham provides short interviews with the movers and shakers in the VRARA industry who share their insights into how VR & AR is impacting their businesses. Watch his interview below with Dan McConnell, Chief Technologist at BAH and President of the VR/AR Association (VRARA) Washington DC Chapter as they discuss the question, “Have we reached the Tipping Point for XR?"

Watch the entire series here, and subscribe to receive the weekly podcast!

Recap of our Healthcare online session with Yale University School of Medicine

During our weekly online sessions, our community (both the end-users and solution providers) share their expertise and experiences. Participants introduce themselves and their companies.

During our Healthcare meet this week, the guest speaker was from Yale University, Randall Rode, and he discussed the challenges of scaling virtual reality (VR) technologies on campus, emphasizing the need to address hardware dependencies and practical integration. He also highlighted the use of VR and Microsoft HoloLens in simulation labs, including solving limited faculty resources and involving art students in creating interactive projects. Challenges in implementing VR technology were discussed, such as faculty engagement and strategic planning. The meeting also touched on different modalities to solve problems, the multi-platform approach, incorporating XR into nursing education, current technology implementation, haptics and VR capabilities, patient education using immersive tech, XR and Gen AI for patient simulation, and the challenges of scaling AR and VR in medicine. Concerns were raised about the usage of HoloLenses, and the decision was made to conduct follow-up workshops and encourage faculty integration.

Topics & Highlights

1. Introductions

  • Participants introduced themselves and provided information about their companies and areas of focus.

2. Presenting Guest Speaker

  • Alex Dzyuba introduced Randall Rode as the guest speaker, providing information about his role and expertise at Yale University.

3. Scaling Virtual Reality Technologies

  • Participants discussed the challenges of scaling virtual reality technologies on campus and the need to address hardware dependencies and practical integration.

4. Using VR and HoloLens in Simulation Labs

  • The speaker mentions that none of the students in the simulation lab think they need VR and haptic gloves.

  • The speaker gives an example of using Microsoft HoloLens with Azure guides to solve the problem of limited faculty resources and time in teaching basic skills.

  • The speaker discusses the importance of finding ways to empower student and faculty creators, such as allowing faculty to create their own content and involving art students in creating interactive projects using CT brain scans.

  • The speaker emphasizes the need for social interaction and accessibility in educational VR solutions, as well as the importance of actively connecting different sections of the campus and overcoming silos.

5. Challenges in Implementing VR Technology

  • The speaker expresses concerns about faculty engagement and the difficulty of getting them to try new technology.

  • The speaker discusses the need to determine who will own the VR technology and the importance of strategic planning.

  • The speaker outlines the five aspects to consider when scaling VR technology: technology, content, institutional culture, implementation and system operations, and financial considerations.

  • The speaker mentions the peer work they have done and the successful implementation of an XR application in the School of Medicine.

6. Discussion about different modalities to solve a problem

  • Participants mentioned that considering it's 25 year old technology, it would have solved the problem. He questioned the fairness of claiming that virtual reality or standard reality can solve the problem. He also questioned the feasibility of a mobile internet version of the same thing.

  • Participants mentioned that getting people in the headset is the best way to sell it, but offering other options is crucial. He proposed a continuum of experiences and the need for alternatives for all audiences.

  • Participants asked if these other modalities can solve the problem and questioned the applicability of the technology.

  • Participants responded that it's not an either-or situation and suggested a continuum of experiences with different levels of convenience and fidelity.

7. Discussion about using multi-platform approach

  • Participants asked about using MDM and the multi-platform approach. Randall Rode mentioned looking at HoloLens and Intune for managing the devices. He discussed the need to make decisions regarding deploying quest headsets and providing alternatives for users.

  • Multiple speakers discussed the multi-platform approach for consumers of the technology, focusing on managing the devices and providing different experiences.

8. Discussion about incorporating XR into nursing education

  • Participants shared his background and experience with exploring XR in nursing education. He mentioned the challenges faced, including the weight of devices and the desire for smart glasses. He questioned whether XR is the primary solution for replacing standardized patients or mannequins.

  • Participants expressed concerns about the current limitations of XR technology and raised questions about its effectiveness as a primary solution.

9. Discussion about current technology and its implementation

  • The speaker emphasizes the importance of using technology that works today and not waiting for future advancements.

  • The speaker discusses the need to find ways to fit technology into the organization's culture and gain faculty support.

  • The speaker mentions the AV team as potential advocates for implementing new technology.

10. Discussion on haptics and VR capabilities

  • Participants mentioned the importance of having the right tools for specific tasks, such as haptics, and the potential future development of haptic capabilities through XR glasses.

  • Participants emphasized the importance of plug and play compatibility of adaptive tools in different facilities.

  • Randall Rode discussed the benefits of VR for practicing procedures without the need for haptics, especially for overwhelming experiences in simulation labs or clinical situations.

  • Participants shared a research paper that showed the effectiveness of VR in training medical students for surgical procedures and highlighted the importance of learning proper sequences in various fields.

  • Participants expressed enthusiasm for educators exploring the strengths and shortcomings of VR as a medium for learning in different domains.

11. Patient Education and Immersive Tech

  • Participants discusses her work on creating a content creation management and deployment solution for patient education using immersive tech.

  • Randall Rode mentions some early explorations at his institution around patient education and leveraging immersive tech, including support groups in VR.

  • Participants shares his unique perspective as a medical student and VR researcher, discussing the potential of VR simulations for medical education, particularly in emergency scenarios like codes.

12. XR and Gen AI for patient simulation

  • Participants mentions other companies using Gen AI for patient simulation.

  • Participants discusses the ability to modify scenarios on the backend, including medication, allergies, medical history, and voice intonation.

  • Participants and others discuss the potential of XR and Gen AI for exams, patient education, and visualizing viruses and pathogens.

13. Challenges of scaling AR and VR in medicine

  • Participants raises concerns about the challenges of scaling AR and VR in medicine, including determining appropriate use cases and getting clinicians engaged.

14. HoloLenses Usage

  • The team plans to conduct follow-up workshops and encourage faculty to integrate HoloLenses into the curriculum.

Will Meta’s Consumer Focus Collapse its Enterprise Vision?

The VRARA speak on security and adoption concerns following the debut of Meta Quest for Business. By Rory Greener.

This week, during an online speaker session, which included XR end-users and solutions providers, The VRAR Association (The VRARA) spoke on the real-world effectiveness of Meta’s recently launched business-ready headset management service.  

The leading XR hardware and software vendor debuted Meta Quest for Business in November following a previous iteration and beta testing stages. However, following a lacklustre push towards workplace XR by way of the Pro headset, Meta is revamping its XR portfolio as an inclusive tool for harnessing the much-hype industrial Metaverse. 

While Meta officials like the CEO Mark Zuckerberg and President of Global Affairs Nick Glegg assure that the firm’s XR portfolio is suited for businesses, it is up to the end-users of said solutions to decide.  

The enterprise XR space is full of big-name competitors, all claiming that their immersive solutions will be the ones to take the future of work forward and into the present day. 

The VRARA, however, are raising concerns over Meta’s enterprise (re)debut. During its online gathering, industry thought leaders and experts discussed how Meta’s “consumer-focused approach” could lead to poor-quality enterprise offerings.  

Will Meta’s Consumer Focus Bring Down its Enterprise Vision? 

According to the VRARA and its Global Executive Director Kris Kolo, Meta’s renewed dive into the business world – following the Quest Pro and other delves during the Oculus era – may be rife with issues.  

Meta is an openly consumer-first XR solutions provider. The firm’s latest Connect showcase highlighted this clearly, focusing on gaming and consumer smart glasses.  

Despite this consumer focus, Meta is keen to stay in the enterprise XR space as it develops a consumer portfolio. However, Meta may be making promises for the workplace without a strong product or development roadmap focused on providing XR at a standard that enterprise clients expect.  

Notably, the VRARA expressed concerns over Meta device, data, and code security – apparently, Meta declined to answer requests from the VRARA concerning security for business adopters of its XR technology.  

Moreover, security concerns are doubled partly due to the operational requirements for Meta-brand XR devices in the workplace. 

Notably, the VRARA highlighted how workers must log in with a Meta account for individual headsets, and Quest devices also require WiFi hotspots in remote areas. Natively, Meta Quest for Business users need to sign in individually, leading to concerns over company data and privacy.

However, it should be noted that with Shared Mode – additional Meta Quest for Business paid content – enterprise clients are not required to sign in with a Meta account, therefore, in theory, negating the security concern. Nonetheless, security concerns arise for those operating headsets outside the paid-for Shared Mode. 

Additional security concerns lead to some at the VRARA believing that the coding on Quest hardware – alongside connectivity concerns – can lead to potential backdoor hacking threats.  

Security is a massive concern for XR’s enterprise clients. Increasingly, firms representing sensitive fields such as aviation, government, and healthcare are XR’s most notable modern-day adopters and drivers. Each vertical requires incredibly robust security measures to ensure workers, systems, and data are safe from predatory third parties.  

If Meta cannot appease security concerns from end users, then other XR hardware vendors will take the firm’s place.  

Notably, as the industrial Metaverse wave of 2024 approaches, many firms like Microsoft, AWS, and Meta are attempting to lead it. Microsoft and AWS are integrating many business-grade digital services and related security measures to ensure end-users feel safe adopting each vendor’s XR technology.  

For example, Microsoft-brand XR services have found homes in major corporations such as Sanofi, Nexco East, and SNC-Lavalin – partially due to their existing security and application frameworks.   

On the other hand, Meta is working on enterprise offerings in the portfolio – working with clients such as Alstom and Esade Executive Education. The firm also offers services like Microsoft Office and ShapesXR via its headset lineup, and Meta still supports its Pro headset for businesses.  

More on Meta Quest for Business

Meta Quest for Business is a subscription service that supports enterprise users utilizing Meta Quest 2, 3 and Pro devices. Meta debuted the service in November, enabling clients to distribute devices and applications across their teams. Currently, the service is available to enterprise users in supported regions like the United States and the United Kingdom.

Meta Quest for Business offers the Shared Mode and Support Plus add-ons to enhance the service for enterprise clients. Shared Mode allows workers to participate without a Meta account, the long-standing concern with Meta entering the digital business solutions landscape.

Meta Quest for Business provides various XR workplace device management tools under its Admin portal. Team leaders can assign a Meta headset to an active subscription in order to manage and maintain it -while also assigning a Meta Quest device to a worker.

The admin portal also offers a team management hub that allows team leaders to assign accounts and devices with automation tools that streamline the process.

The service comes with a built-in MDM solution that gives team leaders direct control of their headset fleet, allowing team leaders to set bulk provisions, assign profiles, configure WiFi support, reset PIN access, review device status, and remote wipe devices.

Meta Quest for Business allows team leaders to manage XR applications and software distribution, giving them control over how Quest headset can access applications, such as deploying applications privately to a small group of users or making them available publicly as a widespread deployment – therefore streamlining the deployment of immersive applications by negating the device’s storefront to download applications individually.

While security and adoption concerns are fair play regarding Meta’s mixture of enterprise and consumer hardware, it appears that the firm and its leaders are taking the necessary steps to facilitate growth in each market.

Is Meta Serious About the Industrial Metaverse and Enterprise XR?

Nick Clegg posted a video in November promoting enterprise and education customers to leverage XR. The video came as the firm extensively advertises its portfolio as an avenue for end-users to access industrial Metaverse applications, including Meta Quest for Bussiness, which launched the same month.

In the promotional video, Clegg emphasized the potential of Metaverse technologies to transform work and education. He showcased how European companies use AR and VR to enhance industries and improve people’s lives.

Clegg also added:

European business leaders such as Lufthansa, Iveco, Alstorm, and Decathlon are already using immersive technologies to develop products, to train employees, and engage customers. – Others, like virtual medicine, are using Metaverse technologies in groundbreaking ways to support medical professionals, educators, and students in fully immersive digital environments. The impact of the Metaverse is real, and it’s happening today, right now. – As Metaverse technologies continue to progress, more and more opportunities will open up.

During the promotional video, Clegg highlighted the importance of laying the groundwork for the future industrial Metaverse based on the increasing talent pool, expanding knowledge bases, and exposure to new technologies.

Clegg explained that the impact of XR will only grow as more developers join and more educational/commercial institutions adopt the hardware. He also mentioned that as immersive technologies mature, they will help overcome cultural and economic barriers and create more business opportunities across Europe.

Furthermore, Meta aims to introduce many XR devices into homes during the 2023 holiday season to establish a foundational building block for introducing workplace XR. This consumer-focused strategy is designed to make headsets ubiquitous daily, with improved optics and familiarity. As a result, XR technologies will no longer seem overwhelming or difficult to understand when presented to workplace decision-makers – a similar approach that smartphone vendors took as they gained prominence as a workplace tool.