VRARA Seattle Chapter 2023 Year-in-Review awesomeness!

2023 was a great year! Finally getting back into live get-togethers along with our virtual events. We had some great speakers and some memorable events. From mobile AR taking virtual tours to the next level, to in-person gatherings allowing HMDs (Head Mounted Displays) try-on demos, to fully immersed VR tutorials, to XR business insights and data analytics, 2023 had them all. AND we were just getting started!

Here, for your reading pleasure, are some highlights of our monthly events that drove the VRARA Seattle community in 2023 (OR if you rather watch a video click here.)

  1. In February, we welcomed Julia Beabout as the new chair of Partnerships and Community. We also had Erik Horn, Brad Parrett, and the team from Fair Worlds talk about their mobile augmented reality app Space Time Adventure Tour, a historic AR experience anchored to the Seattle Center

  2. In March, Hermes Frangoudis spoke about democratizing XR development with webXR.tools.

  3. In April, Drew Stone of Locusium presented virtual worlds and how to choose a social VR platform for an event. We even started an Around the Virtual Worlds series with him a month later to try-on social VR platforms, starting with EngageXR.

  4.  In May, our second in-person event since 2020 where we hosted Snap Inc and different local partners at the Expansive to talk about AR for iOS, Android, and the web.

  5. In July, the Seattle and Vancouver chapters hosted a joint virtual VRARA Summer West Fest. We welcomed Tony Bevilacqua to talk about capturing user metrics within AR/VR and how it varies from traditional web metrics. We also heard from Boaz Ashkenazy and  Ashwin Kadaru of Simply Augmented talking about the intersection of generative AI and XR, along with using XR as a tool for exploring big data.

  6. In August, we were at the Seattle Design Festival to share innovative VR and AR experiences with visitors.

  7. In September, Cory Heizenrader spoke about the EducationXR platform for producing training within VR. We also had a follow up to our first in-person event centered on helping with further user testing of Fair World's Space Time Adventure Tour, a callback to our February meeting.

  8. In October, Blue Origin hosted a limited number of VRARA members to tour their headquarters in Seattle and learn about their XR Innovations group. It was exciting to see and try-on such cutting-edge technology so nearby.

  9. In November, John Cunningham discussed Unity and VRARA working together to drive adoption in the XR space. Also, Arian Kulp joined VRARA Seattle as Communications Chair. Later in the month, our own Roberto Haza spoke about spatial computing.

  10. And last but not least, in December, we had our annual holiday social at the Rainier Club. It was a time for food, drink, and socializing along with an expert panel discussing AI's impact on investing. We had a wonderful time getting to know everyone a little better and celebrating the season.

IF you haven't attended one of our virtual or in-person meetings, we welcome you anytime. Also we encourage to sign-up for membership to not miss on unique opportunities available for VRARA members only, like the Blue Origin tour or the meet at Rainier Club.

We have an exciting line-up of events for 2024 and can't wait to see you join and be part of the community. We will get started in February, kicking off 2024 with our first online meeting of the year with Arian Kulp of VR Voyaging discussing travel and cultural heritage use cases in the realm of VR and AR.

Thanks again for a great 2023, and on to an even greater 2024!

Your VRARA Seattle team

Julia, Arian and Roberto

Dr Vinesh Thiruchelvam Appointed as Malaysia Chapter President.

The VRARA is happy to welcome Dr Vinesh Thiruchelvam as the Malaysia Chapter President.

I would like to thank VRARA in appointing me as the new Chapter President for VRARA Malaysia Chapter. With my passion for technology driven by the excitement in developing new fortified solutions using emerging tech as a base, I would like to spread the awareness of VRARA towards the technologist community in Malaysia. Additionally I would like to connect academia, government agencies and the industry in the spirit of advocating the true positive impacts of VR/AR as a step towards future Smart City engagements. -Dr Vinesh Thiruchelvam

Prof Ir EurIng Ts Dr Vinesh Thiruchelvam is a professional and chartered engineer registered with the Board of Engineers Malaysia (BEM) and Engineering Council (UK) having over 26 years’ experience in engineering education/academics, ICT, operations & maintenance, facility management, design and project management in various industries ranging from building services/property, oil & gas, district cooling plants, co-generation power plants and the port industry. As a EurIng certified in 36 European countries, he has managed smart city or sustainable development international projects in the UK, France, Ireland, Germany, Holland, Japan, Maldives, India, Russia, Iran, UAE, Qatar, Saudi Arabia, Oman, Vietnam, Brunei and Malaysia for the property sector, ports, oil & gas and power plant industries.

He was the principal engineer on Malaysia’s first Waste to Energy technology transfer program 2002 to 2004 under MOSTI & MOHLG, head of a port’s Operations & Maintenance Department from 1998 to 2002 where he managed the facility management, operations & maintenance programmes and technical teams. Having moved to the Middle East in 2005, Prof Vinesh focused his specialization mainly in the building services/property sector primarily in designing smart sustainable and energy efficient buildings, rail, and airports. 

Upon returning home to Malaysia in 2012, he took up the position of Head of Engineering School and in 2014 was promoted to Dean of the Faculty of Computing, Engineering & Technology (FCET) at Asia Pacific University (APU). In 2019, he was promoted to APU’s Deputy Vice Chancellor (Research & Innovation) and Chief Innovation Officer for the APIIT Education Group. In 2022, promoted further into the corporate division as the APIIT Education Group’s Chief Innovation & Enterprise Officer.

Since 2012, he has been an advocate for emerging technologies having pioneered infrastructures such as the centres for IoT & Drone Technology, Digital Forensics, XR Studio, Health Robotics, Web3 Innovation and the Financial Trading at APU. Prof Vinesh has also managed to forge industry-academia-government partnerships and has selected to impactful think tanks or task forces in developing talents and skills on to innovative projects utilizing emerging technologies namely for ministries such as MOSTI, MOE, MOH, MOHR, KASA, KKKM and MOT.




TÜV NORD GROUP invests millions in 3spin Learning

2024 has only just begun and VRARA member 3spin Learning is excited to share their biggest company development yet. They have received an investment from TÜV NORD. Together, they will give the industry a boost to redefine the future of learning – through hands-on learning with Virtual Reality and AI.

🦺 TÜV NORD is a globally recognized leader in safety, certification, and technical services, providing crucial oversight and quality assurance across a range of industries. 🎓 But did you know TÜV NORD is also one of the leading training providers with 𝐨𝐯𝐞𝐫 460 𝐭𝐫𝐚𝐢𝐧𝐢𝐧𝐠 𝐭𝐨𝐩𝐢𝐜𝐬 covering corporate management, quality and technical safety, environment and energy, occupational health and safety and logistics? In 2021 alone, 𝐨𝐯𝐞𝐫 50,000 𝐩𝐚𝐫𝐭𝐢𝐜𝐢𝐩𝐚𝐧𝐭𝐬 opted for training in TÜV NORD-certified training quality.

The team at 3spin Learning want to deliver valuable learning content through memorable experiences to as many people as possible. With their accessible XR technology and TÜV NORD as industry experts at their side, they are setting a new standard for the future of learning – not only through XR no-code authoring and delivery solution but also through custom made and off-the-shelf 💯% digital learning experiences.

As part of the investment, 3spin Learning will remain an independent company and will continue to offer products and services to customers as usual and even beyond.

Together with TÜV NORD Akademie GmbH & Co. KG, customers and partners, they will revolutionize the educational landscape. 🚀

Recap of our XR and Barriers to Entry at Schools

Thank you Colleen Bielitz for hosting our Online Session with 30+ educators!

In the meeting, participants discussed the current state of education and the need for immersive learning. Participants emphasized the approach of tailoring solutions to schools' needs and expresses concern about not asking schools upfront about their goals for implementing VR. The speaker discussed the challenges to implementation, positive experiences of students with virtual dissections, and the importance of monitoring student use. Ongoing support, implementation strategies, content creation, and integration are also discussed. The speaker briefly mentions an AI avatar solution and addressed concerns about the return on investment for immersive learning. Engaging students through empathy, immersive learning, and downloadable content is highlighted as a way to improve outcomes.

CONF3RENCE Announces VRARA as Event Partner

Guest Post from CONF3RENCE:

The VRARA, a global leader in fostering innovation in virtual and augmented reality, joins us at CONF3RENCE 2024. With a mission to accelerate industry growth through collaboration between XR, mixed reality, spatial computing solution providers and end-users, they are shaping the future of immersive technologies.

Their global network, promotes research, develops standards, and supports the VR/AR ecosystem. This partnership highlights the cutting-edge advancements attendees can expect, showcasing the transformative impact of VR and ARacross various sectors.

The VRARA Launches the Global Ambassador Program and Appoints Ariane Fikki as Program Director

The VRARA has created a new program called the Global Ambassador Program to provide opportunities for VRARA members to support chapters and events. 

“Many of our members have asked for ways that they can get more involved and support global initiatives and events”, says Nathan Pettyjohn, President of the VRARA. “This program will provide the opportunity for Global Ambassadors to support various chapters and global programs and drive the goals of the VRARA which is to grow, learn and connect”

We are pleased to announce that we have appointed Ariane Fikki as the Global Ambassador Program Director to lead this initiative. Ariane will work closely with ambassadors and global VRARA staff to drive new initiatives and programs to bring value to our members and the XR community. 

John Cunningham, COO of the VRARA, adds “We are delighted to welcome Ariane to this new role. Her passion for XR coupled with understanding and ability to connect changemakers, emerging technologist and resources will assist to drive and grow engagement, participation and innovation on a Global scale.” 

"I am honored to build this team as we continue to navigate spatial ecosystem and lead the charge in expanding our global impact in the VR/ARA landscape”, says Ariane Fikki. “Together with our esteemed ambassadors, we aim to push the boundaries of supporting innovation and creating a strong sense of connectedness for our members worldwide.”

The initial cohort of five Global Ambassadors will be announced at the Healthcare Summit held at University of Miami 2/1/2024.

For inquiries about the Global Ambassador Program, please email ariane@thevrara.com.

Recap of our XR Security / Cybersecurity

Thank you Cindy Mallory and Damon Shackelford for hosting our Online Session with 20+ professionals!

During the meeting, participants discussed the threat landscape for virtual reality and augmented reality in enterprise settings. Concerns were raised about the weaponization of AI in the threat landscape, as well as the unique vulnerabilities of XR technology. The use of AI in cybersecurity was also a topic of concern, with discussions on access controls, potential exploitation of AI for malicious purposes, and security implications in immersive worlds. Participants expressed concerns about social engineering, deep fakes, compliance and regulatory frameworks, enterprise policies, integrating new capabilities, and risk assessments for immersive projects. Tim expressed interest in penetration tests against AI and VR implementations, and discussed tactics, flaws, data manipulation, and the need for security tools to catch up with AI.

Topics & Highlights

2. Threat landscape and AI

  • The discussion highlighted concerns about the weaponization of AI in the threat landscape, particularly in relation to social engineering. The lack of expertise in running security research engagements for custom-built applications that use both AI and VR was also mentioned.

3. XR technology and vulnerabilities

  • The discussion highlighted concerns about the unique aspects of XR technology from a vulnerability standpoint. This includes the different use cases and exposure of VR applications compared to standard web applications, as well as the challenges faced by security researchers in testing the less-tested frameworks used in XR development.

4. AI in cybersecurity

  • Participants raisesed concerns about the use of AI in cybersecurity and questions if it can also be a threat. She also asks about other emerging technologies that enterprises should be aware of.

  • Participants discussesed the importance of access controls when using enterprise AI tools and highlights the potential risks of AI-powered tools having access to sensitive documents. He mentions the need to take access control seriously and the challenges companies face in implementing fine-grained access controls.

  • Participants raisesed the question of whether AI can be exploited and used for malicious purposes. He mentions the possibility of AI agents running autonomously on the internet and the impact it may have on security. Tim agrees and discusses the potential for AI to be used in social engineering attacks and emphasizes the need for user education and staying ahead of these attacks.

  • Participants discussed the potential security implications of AI in immersive worlds and virtual reality. They mention the risks of identity theft and social engineering in virtual worlds and the need for user awareness and vigilance.

5. Security Concerns with Immersive Tech

  • The participants expressed concerns about social engineering, deep fakes, and the ability to copy someone's likeness through video, voice, and text messages.

  • The discussion touched upon leaving test servers on and the potential risks associated with it.

  • The participants discussed the compliance and regulatory frameworks related to immersive tech, including CMMC, and how it might impact the adoption of AI.

  • The conversation focused on the establishment of enterprise policies for immersive tech and how it will eventually be governed securely.

  • The participants discussed the impact of integrating new capabilities into existing software and its potential security implications.

  • The discussion touched upon the risk assessments for immersive projects and how they can be aligned with existing frameworks.

6. Penetration Test against AI

  • Participants mentioned the interest in penetration tests against AI and VR implementations.

  • Participants asked about the inputs, tactics, flaws, and level of access attackers would exploit in AI applications.

  • Participants discussed the possibility of exfiltrating and manipulating data from AI implementations.

  • Participants highlighted the need for security tools to catch up with AI and custom-fit their tactics for these applications.

VRARA Bytes Podcast: Unai Extremo/Virtualware

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 Unai Extremo of Virtualware 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!

Peter Oykhman, CEO of PsyTechVR, appointed as co-chair of VR/AR Association Healthcare Committee

We are thrilled to have Peter Oykhman help lead our community! Join our weekly online sessions here.

Peter Oykhman is co-founder and CEO of PsyTechVR. PsyTechVR is a Mixed Reality application for Mental Health and Wellness. Peter Oykhman previously has served as CEO of CorePartners, a privately owned company in Frederick, Maryland that offers out of the box Inventory Warehouse Management Software called CoreIMS, CoreAchieve cloud based SaaS Learning Management platform and SAP software development. Peter successfully established his first software development and consulting business that after 2000 market crash has been transformed to CorePartners. Right now Peter is involved in two different enterprises as a board member and an officer. Peter’s exposure to international business over the last 35 years allows him to built efficient organizations. Mr. Oykhman while serving as a board member helped to expand business, find new vendors and clients and cut cost.

I am excited to co-chair because VRARA plays such an important role in promoting VR/AR solutions across multiple industries and cultures. I have been watching VRARA for the last couple years and very impressed with the impact it has on the industry. 
— Peter Oykhman, CEO of PsyTechVR

ENGAGE XR Joins the Virtual Reality Augmented Reality Association

ENGAGE XR is thrilled to be a platform sponsor for the Miami Healthcare Summit on Feb 1st and to join the VRARA.

ENGAGE is an education, enterprise and presentation platform that seeks to transform how people share ideas and teach lessons to each other globally by harnessing the power of virtual and spatial computing technologies. ENGAGE is a social learning platform where educators are furnished with the tools they need to enable them to create their own immersive lessons and experiences, transforming how educational content is delivered to their students.

ENGAGE also enables people and businesses to connect in a more intimate way by placing you inside the meeting room and allowing users to collaborate using immersive tools such as virtual whiteboards, presenting screens, spatial recordings and virtual locations. The ENGAGE platform seeks to continuously innovate in the social platform spaces, integrating generative AI and spatial reality experiences to enhance how businesses and educational institutions engage with content, learning, teaching and collaboration.

ENGAGE XR is utilized by top universities and Fortune 500 organizations for the purpose of better engagement, retention of information, and experiencing environments that otherwise wouldn’t be accessible in the real world. Event organizers can host presentations, meetings and workshops inside digital twin locations, educators can teach students about the Roman marketplaces in ancient Rome, and businesses can showcase new products in fully immersive spatial experiences. 

ABOUT ENGAGE XR:

ENGAGE is a SaaS Enterprise advanced spatial computing platform aimed at the professional and academic market. Designed for professionals, event organizers, educators and corporations to build their own virtual worlds, provide metaverse services directly to their own clients, and create new business models.


For more information about ENGAGE, contact info@engageplc.com or visit www.engageplc.com

Transforming Forklift Training with Virtual Reality

Overview:

Virtual Reality has revolutionized training and education, providing immersive, engaging simulations that mimic real-world situations. Our client, a leader in Powered Industrial Trucks (PITs) training since 2005, sought to enhance their training methods by incorporating VR technology solutions.


Challenge:

Our client has faced the challenge of captivating the millennial generation with visual training, ensuring user-friendliness across age groups, and addressing safety and cost concerns in PITs training. Motion sickness and the need for robust hardware-software communication were additional hurdles.

Solution:

Travancore Analytics (TA) proposed a VR and Web combination. TA built a realistic VR simulation of a warehouse and forklift using 3D software, complemented by a user-friendly windows application. The VR simulation provided realistic sit-down forklift training, while the web portal managed administrative tasks and recorded training sessions. The application supported VR headsets, logitech steering wheels, and specialized forklift controllers.

Impact:

The VR solution transformed PIT training:

  • Immersive and meaningful experience

  • Reduced risk of accidents and injuries

  • Improved efficiency of PIT operators

  • Cost-effective alternative to physical training facilities

Expertise:

Travancore Analytics leveraged expertise in Extended Reality and Web apps, demonstrating a transformative approach to industrial training.

Check here for the full case study: :https://www.travancoreanalytics.com/case-study/vr-forklift-training/

Website: https://www.travancoreanalytics.com/

Follow us on Linkedin for latest updates: https://www.linkedin.com/company/travancore-analytics/




More speakers confirmed for our Best of Europe: XR, AI, Immersive Tech on March 21 (VRARA Europe Summit)

More speakers confirmed for our Best of Europe: XR, AI, Immersive Tech (VRARA Europe Summit) , on March 21. We expect 1000+ people.

Our event will use LinkedIn Live. LinkedIn has 1 billion users and we expect 1000s to watch our event!

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.

FEATURED SPEAKERS

Timmy Ghiurau, Volvo
Talk title: Snap back to reality, here comes gravity.
Talk description: The automotive industry is one of the first to fully embrace mixed reality, and is already changing the way cars are engineered, designed, repaired, sold and driven. However, we are only scratching the surface of unlocking the full potential of the XR technology within the automotive ecosystem. As technologies like hardware, infrastructure and visualization further develop, the industry will see a democratization of benefits affecting everything from sustainability to safety.

More speakers announced soon!

Case Study: Infusing VR/AR Into Bioscience Education Delivery

Guest post by Prof Vinesh Thiruchelvam, Dr Siti Azreena, Asia Pacific University of Technology and Innovation.

VR platforms allows users to experience a realistic environment with visual, auditory and sometimes haptic stimuli. By manipulating the virtual objects to perform tasks the users get an immersive experience engaging multiple senses. The integration of haptic feedback, auditory stimuli and even olfactory elements has broadened the scope of VR applications across various fields, with a particular emphasis on education. In the realm of education, VR transcends traditional pedagogical approaches by offering immersive, experiental learning. Virtual field trips, historical reenactments, and scientific simulations provide students with engaging and realistic educational experiences. Studies indicate that VR-based learning experience enhances knowledge retention and engagement, making it a valuable tool for educators. One of the best example of VR-based learning experiences in education is VR laboratories. 

Collaboration between Asia Pacific University of Technology & Innovation (APU) and International Medical University (IMU) in Malaysia stimulated the development of VR-based microbiology laboratory on Head-Mounted Display (HMD) for undergraduate students. Student and faculty perceptions and expectations were collected to incorporate into the design of the virtual laboratory. An interactive 3-dimensional VR laboratory with a 360° view was developed simulating the physical laboratory setup.

In this VR laboratory, six microbiology experiments on Gram staining, bacterial streaking, bacterial motility, biochemical tests, catalase test and oxidase test were placed on the virtual platform. First year biomedical science students were recruited for evaluating the VR laboratory. Students' perception of the virtual laboratory was positive and encouraging. About 70% of the students expressed they felt safe using the VR laboratory and positively claimed that it is able to provide an immersive learning experience. The students appreciated that they could repeat each experiment multiple times without worrying about mistakes or mishaps and could personalise their learning by concentrating on the specific experiments. Although this laboratory was developed for biomedical science students, this is extended to students of other health professions like medicine, pharmacy, biotechnology etc. In future, the laboratory can be further enhanced to include visualisation of enhanced microbial features, different infection scenarios and biosafety level three microbes to make it more interesting and meaningful. Future research may focus on refining the instructional design principles, integrating artificial intelligence for adaptive learning experiences, and exploring the effectiveness of VR labs in different educational contexts.







Beyond Inclusion Scholarship Program: Apply Now And Start Your XR Career in 2024

Apply here

San Francisco, CA, September 2023 - Announcing the continuation of the Beyond Inclusion Scholarship, an ambitious initiative aimed at leveling the playing field in the XR industry. We're joining forces with Jobs for the Future (JFF) and Unity in 2024. Our collective mission? Tear down any financial barrier and unlock doors for ambitious XR talent.

Target Impact: Supporting 150 XR Talents to Find a Job in the XR Industry

We're dedicated to supporting at least 150 future XR trailblazers each year. The XR Bootcamp pipeline nurtures raw talent and cultivates skilled professionals, offering our partner employers a highly skilled and diverse talent pool.

Reshaping XR Industry with Beyond Inclusion Scholarship

Aligned with our commitment to diversity and inclusion, we seek underrepresented talents to make their mark in the XR world. It’s not just about inclusivity; it's about reshaping the industry's future.

Unity’s Stamp on Social Impact

As Jessica Lindl, VP Education & Social Impact at Unity, puts it,

Now, more than ever, we have a responsibility to equip young people with the skills necessary for future jobs – providing them with learning that translates to earning.

Why XR Bootcamp?

Rahel Demant, Co-Founder of XR Bootcamp, breaks it down:

Having empowered hundreds of students to thrive in XR since 2020, we've cracked the code on success in the industry. We've fine-tuned a proven upskilling journey in partnership with award-winning XR studios. And now, our Beyond Inclusion program connects graduates with job opportunities and drives diversity and inclusion within hiring companies.

Why We Need Diversity in XR Industry?

Many reports and studies show that high disparities still exist in the XR industry today. According to the latest PEC (Policy and Evidence Centre) report on the creative industries, “class-based inequalities are inextricably linked with gender, racial, disability and spatial disparities,” and earlier research by the PEC has shown how these factors interact to compound disadvantage. Specifically looking at the immersive sector in 2018, the quantitative analysis highlighted that only 14% of VR companies had female directors.

Testimonials from 2022 Graduates

After successfully graduating XR Prototyping and Foundation course with the Beyond Inclusion scholarship, the alumni work in a variety of fields. Here are honest words from our graduates about the course in XR Bootcamp and how the Beyond Inclusion scholarship program helped launch and continue their careers in XR.

“I was excited for the opportunity to be a part of this cohort and just learn about how, at least as individuals, and then kind of, as we’re saying now at the end of our course, as a group. I can make an impact and create practical usable XR prototypes out of the visions that I have in my mind.” Divine Ogbuefi; now, after graduation, he is working as a software engineer at Swing Education


“XR Bootcamp is the sort of oasis for VR and AR information. I didn’t have a fleshed-out coding degree and work experience, but I could still push through their easy-to-digest information, assignments, and video lessons. – Ahmed Eltayeb, now, after graduation, is working as an XR Developer & Doctor at Health Service Executive


“I can recommend everybody to take a course at XR Bootcamp because you get quickly hired for mentors in one-to-one sessions, for example, and excellent knowledge and some tips. Of course, if you would do it on your own, learning all the stuff, it will take much more time, so it’s a real time saver.” – Berenice Terwey; now, after graduation, she is successfully working as a freelance XR Prototyper, and Developer at AVK Terwey


“XR Bootcamp was beneficial because we started with the foundations and then we always built on top of it. First, we had weekly homework, and as long as I could complete that homework, my confidence gradually increased. In the second part, we did the prototypes. And as I saw that whatever I was imagining, I could transition it into a working prototype that was helping me. It’s a real boost in my career.” – Fatma Betül Güneş, now, after graduation, a PhD student in the ML4ED (Machine Learning for Education ) Lab

Become a Graduate in 2024

If you're an XR enthusiast, here's your opportunity to enhance your career. The partial to full scholarships offer a value of up to $8,000 per awardee. 

Apply here

Our Beyond Inclusion Ambassadors

If you’d like to support us and make this program able to expand globally and continue for many more years, you can always become an ambassador!

Our Beyond Inclusion Ambassadors help us share the message and information about the scholarship. Anyone is invited to join us as an official Beyond Inclusion ambassador. To thank you, we will announce you on our social media channels and website as a contributor. 

We thank our Ambassadors for their amazing support and for sharing the information about the Beyond Inclusion scholarship program. 

If you want to become an ambassador, connect with us here!

Become an Ambassador

For Media Inquiries:
Contact: Rahel Demant

Email: hello@xrbootcamp.com

About the Companies

About Jobs for the Future

Jobs for the Future (JFF) is a national nonprofit that drives the transformation of the U.S. education and workforce systems to achieve equitable economic advancement for all. The organization designs solutions and partners with employers, investors, and education and workforce development providers to transform education and workforce systems that are inequitable.

About Unity


Unity is a cross-platform game engine used to create games as well as interactive simulations and other experiences in three-dimensional (3D) and two-dimensional (2D). The engine supports C# as a primary programming language and has been gradually extended to support a variety of desktop, mobile, console, and virtual reality platforms.

About XR Bootcamp


XR Bootcamp is a global online academy, offering skill-to-job beginner and advanced XR development courses. Curricula are developed and taught by award-winning VR, AR, and MR professionals. XR Bootcamp's cutting-edge courses are for designers, game developers, managers, and coders who want to learn how to prototype XR Applications and learn AR, VR, and MR development. XR Bootcamp further supports the XR Creators community with free and open access to knowledge, peer-to-peer learning, and networking opportunities. XR Bootcamp is proud that alumni leave outstanding reviews and work at companies like HP, Autodesk, Accenture, Samsung, Snap, Lockheed Martin, Harvard, USC, and Carnegie Mellon University.

https://xrbootcamp.com/

VRARA Bytes Podcast: Sheena Fowler/Red 6

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 Sheena Fowler of Red 6 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!

VRARA Silicon Valley Presents: Transforming Education and Training with Spatial Computing

Our panel of distinguished experts provides insights into the use of immersive technologies across diverse educational settings, from K-12 to higher education and corporate training.

Chapters:

VRAR Overview: 00:00:44

Event Intro: 00:04:19

Panel Intro: 00:08:16

Panel Discussion: 00:18:15

Learn more about the VRARA Silicon Valley Chapter!

A year of immersion: A look back at the Portugal chapter in 2023

2023 was a truly exciting year for the immersive technology community in Portugal, marked by a series of events and launches that significantly boosted our sector. In this article, I'd like to highlight the events held throughout the year, bringing together enthusiasts, experts and partner companies.

The first highlight goes to the meeting at Startup Lisboa headquarters, where a mix of communities had the opportunity to explore the latest innovations in Virtual Reality and Augmented Reality. The participation of startups and collaboration with Startup Lisboa allowed for a valuable exchange of knowledge, opening doors for future partnerships.

Another crucial moment took place at the Axians facilities, where technological advances and practical use cases for immersive applications were discussed with Portuguese use cases. The presence of experts not only from Axians but also from SAP, Infinite Foundry and Metaphoric offered an in-depth look at the integration of these technologies into corporate solutions.

The community also gathered at CapGemini, fostering a vibrant environment for local startups to present their VR and AR innovations. This meetup not only strengthened our network of entrepreneurs, but also highlighted the growth potential of local startups. 

To wrap up the year, the traditional end-of-year dinner, held as a WebSummit side event in November, provided a relaxed atmosphere to reflect on the year's achievements. The presence of renowned professionals and enthusiasts further strengthened our ecosystem. 

Throughout 2023, we saw a variety of significant releases in the immersive technology field. These advances contributed to the exponential growth of the Portuguese immersive ecosystem, opening up new opportunities and fostering greater integration between members of the community.

Supported by these events and launches, the community sees an even more promising 2024 with new possibilities based on new devices such as Meta Quest 3, Apple Vision Pro and others already announced on the market, which has started off on the right foot.

More events, collaborations and incredible productions are expected to come out of our community, consolidating Portugal as an innovative centre in the global immersive technology scene. 

We would also like to highlight and thank the continuity of great partners such as APDC, Lisboa Games Week, where we participated for the third year in Portugal's biggest gaming event, and SapoTEK, which is still going strong.

Want to know more about joining our chapter? Contact us!


Top Five for 2024

We have weekly online sessions with presentations, live discussions, and networking to help you grow your knowledge and connections

During the meeting, the participants discussed the impact and potential of AI and XR technologies, highlighting the need for internal buy-in, ROI, and strategic advantage. They also discussed the importance of conferences and meetings like our Online Sessions. Plans for the year include creating white papers, forming a subcommittee, and organizing fireside chats. Concerns were raised about VisionOS compatibility with IT management tools, lack of regulation for AI, and data collection by AR headset companies. The value of information was emphasized, with a focus on leveraging it to add value. Legal issues related to AI were discussed, as well as the potential of AI assistants in everyday life and enterprise. Skepticism was expressed about the Apple headset and the need for a killer app. The features of Apple's new spatial computing platform were discussed, along with concerns about price point and iterative development. The role of entertainment and the potential disruption of the game and movie industry were also mentioned.

Topics & Highlights

1. Discussion about AI and XR technologies

  • The participants discussed the impact and potential of AI and XR technologies. They mentioned how AI and XR technologies start off innocuous but gain significant impact over time. They also discussed the need to get buy-in internally for these technologies and the importance of ROI and strategic advantage. The participants shared examples of how technology, such as AI and XR, fumbles in the early days but eventually gains traction.

  • The participants discussed the example of IBM developing their mainframes and the market research they conducted. They also discussed the market research conducted for PCs and the decision to farm out all the development and do the aggregation themselves.

  • The participants discussed the importance of conferences, time, and money in getting traction with new technologies.

2. Hot Topics and Discussion on Apple

  • concerns about how VisionOS will play nicely with IT management tools and how enterprises can get involved in closed proof concepts.

  • excitement about the upcoming Apple announcement and compared it to the first iPhone announcement in 2006.

3. AI

  • concern about the lack of regulation for AI and the potential influence of lobbyists in protecting AI interests.

  • maturing technology of AI and the belief that specific guardrails and regulations won't be as important as the technology becomes more self-improving.

4. AR Hardware and Software

  • concerns about the collection and usage of biometric and user data by AR headset companies and the potential risks associated with it.

  • legal landscape for XR in Enterprise as an interesting and potentially disruptive topic, with implications for corporate legal teams and the potential for AI to replace certain professionals.

  • increasing importance of IT and cybersecurity for advanced wearable devices, including AR headsets, and the need for enterprise companies to closely monitor these issues.

5. Value of Information

  • the top 1-2% of all information holds extremely high value, while the rest is of nominal value. He compares it to how only a small fraction of kids who start playing sports end up playing professionally and making millions.

  • those who have a vision forward, can look ahead, and leverage information to add value will make more money, while those who can't put that together will struggle.

6. AI and Legal Issues

  • case where a lawyer used AI to look up details of a case and cited precedent that didn't exist, potentially facing disbarment. The Supreme Court's annual take on AI also mentions this case and raises concerns about lawyers quoting things that didn't happen.

7. AI in Everyday Life

  • idea of AI assistants being present in everyday life, providing constant personalized assistance. The potential applications include conversation support, note-taking, reminders, and more. The business potential of AI assistants is emphasized.

8. AI assistants in enterprise

  • having an AI system that automates tasks in his life and compares it to Google and Alexa assistants.

  • importance of analytics in XR training and how some companies struggle to utilize the collected data effectively.

  • AI assistants could play a role in analyzing XR training data and providing insights.

9. Apple headset and killer app

  • skepticism about the Apple headset and emphasizes the need for a killer app to drive adoption.

  • potential of the Apple headset as a platform and its integration with the existing Apple ecosystem.

10. Apple's new spatial computing platform

  • The speaker discusses the features of Apple's new spatial computing platform, including the visibility of existing iOS apps as tiles, 3D experiences, and the potential of 3D FaceTime.

  • The speaker mentions the possibility of Disney activations at home being bigger than going to Disneyland.

  • The speaker suggests that entertainment will dive into interesting killer apps, such as seeing Marvel movies and Iron Man in one's home.

  • There is a discussion about the price point of the new platform and the need for a lower-priced device to enable wider adoption.

11. Iterative development of spatial computing

  • The speaker shares personal experiences with VR headsets and suggests that the technology will evolve iteratively.

  • The speaker suggests that display technology may evolve before widespread adoption of headsets.

  • The speaker believes that Apple's initial release is just the beginning and that future iterations will bring more advanced features.

12. Apple's ecosystem and the role of entertainment

  • The speaker compares Apple's ecosystem for music with the potential role of movies and games in the new spatial computing platform.

  • The speaker raises a question about whether movies and games will be the stepping stones for Apple's new ecosystem.

13. Disrupting the game and movie industry

  • The concern is raised about whether the company will disrupt the game and movie industry or start their ecosystem somewhere else.

  • It is stated that the gaming industry is the biggest media industry in the world, earning more than all other media industries combined.

  • The discussion highlights that VR games have slowed down and there is a need for mass adoption of headsets for higher returns. The AAA companies in the gaming industry are not seeing the desired traction even with the meta headsets.

  • Insider information is shared that Facebook reached out to discuss building a productivity app for the headset, considering it a huge milestone. Pokemon is mentioned as a potential killer app, and a friend's experience with a Pokemon managing app is discussed.