dilium announces the launch of 3DtoMe on Apple Vision Pro: A New Era for 3D Design and Spatial Collaboration

dilium, an innovative Italian SME specializing in the design and development of projects based on Frontier Technologies for the digital evolution of B2B and B2C channels, has launched the 3DtoMe app now available on Apple Vision Pro. 

From Mobile to Mixed Reality: The Evolution of the 3DtoMe App 

With 3DtoMe for iOS, the company embarked on a journey with the goal of making complex tools accessible in a simplified manner, allowing users to create high-quality 3D models by taking simple photos with their device. This made 3D modeling accessible and intuitive, opening new way for designers without the need for specific skills. With the subsequent launch on macOS, 3DtoMe introduced advanced tools for annotations, creating 3D models from professional photos, and the ability to import existing models, facilitating sharing in formats suitable for web integration and augmented reality. The Web Viewer further extended the platform's accessibility, enabling the viewing and interaction with 3D models directly from the browser without the need for any software. 

The Web Viewer further extended the platform's accessibility, enabling the viewing and interaction with 3D models directly from the browser without the need for any software. 

A New Level of Innovation with Apple Vision Pro 

After the extraordinary success of  Spatial Drawing, the spatial drawing application launched by dilium last March in San Francisco, which achieved over two million views on social platforms, the excitement for the world of Spatial Computing led to the release of a 3DtoMe version dedicated to Spatial Collaboration. Thus, this app takes the innovation of the entire system to a higher level. 

Regarding the launch of 3DtoMe on the Apple Vision Pro store, Donato De Ieso, Co-founder and CEO of dilium and Italian Chapter President of VRARA, declared:

“We can't wait to see what our users will do with all the possibilities offered by our latest app. The moment of release is always exciting because it offers new stimuli to push beyond one's limits. This release will provide ample space for creativity and allow for unprecedented collaboration. Regarding Spatial Collaboration, it's like being in a Zoom or Teams call, except that people can share and interact with their products within their environment.” 

This launch represents a significant milestone for dilium and confirms the company's ongoing commitment to innovation and providing cutting-edge tools for design and Spatial Computing professionals. 

3DtoMe App: Now Available in the App Store

The 3DtoMe app is now available in Apple stores for free. The 3DtoMe ecosystem will offer various plans designed to meet the needs of professional users, covering a range of costs starting from $29.99/month to the complete solution with all features valued at $79,99/month. A third customizable plan is also available for enterprise companies. 

For more information, visit the website https://3dto.me

APP: https://apps.apple.com/us/app/3dtome/id6449940075

A demo video is available on YouTube: https://www.youtube.com/watch?v=A-C4-XObDIA


dilium: The Company

dilium is an innovative SME that, through specific skills in the Information and Communication Technology (ICT) and Technology Innovation Management (TIM) sectors, offers innovative technological solutions to support companies in growing their business. The company specializes in next-generation technologies such as Machine Learning & AI, Blockchain, and Spatial Computing to support digital transformation in B2B and B2C markets. Starting from analyzing clients' needs, it maps the technological landscape to build a performant development program. In September 2023, dilium was selected by Apple to participate in the Developers Lab in London and Cupertino for the new Apple Vision Pro. As part of research and development, the company holds a European patent for the use of a random extraction algorithm in Augmented Reality contests conducted through the AR Win platform.


Contact the author: 

dilium S.r.l.

Donato DE IESO

Email: donato@dilium.com

WEART introduces the new TouchDIVER Pro haptic glove: a new dimension for XR interactions

June 11, 2024 – WEART, hardware and software haptic technology provider, has released today the second generation of the TouchDIVER haptic glove – the TouchDIVER Pro glove. Developed from extensive customer feedback and market analysis carried out since 2021, the TouchDIVER Pro glove is tailored for professionals in XR training, virtual prototyping, teleoperations, immersive marketing experiences seeking natural and realistic manipulation with virtual and digital objects. 

TouchDIVER Pro glove features a new design with six actuation points, including all five fingers and the palm, and current WEART’s unique multimodal haptic feedback, which provides lifelike force feedback, textures rendering and thermal cues

Key features of the TouchDIVER Pro include:

  • Multimodal haptic feedback: Three co-localized haptic feedback, which allow users to feel objects that are grasped or touched in XR, with a level of realism never reached before.

  • SDK: an intuitive SDK is included in the package, enabling a fast and efficient tactile augmentation of XR contents. It also includes an innovative hand-object interaction model ensuring realistic, consistent and reliable manipulation capabilities.

  • Full hand tracking: All fingers are tracked with precision of 0.6 degrees, featuring a combination of tracking sensors, thus enabling complex gestures and interactions.

  • Zero setup time: Easy to wear, no adapters, and hot swapping of the battery.

  • Easy deployment: The gloves can be paired with standalone headsets or work in PC-based setups, according to the user needs.

  • Low latency: Three connectivity modes - WiFi, Bluetooth Low Energy (BLE), and a tethered version - cater to various user needs and setups.

"TouchDIVER Pro represents the culmination of extensive collaboration with our customers and partners, driven by our shared commitment to enhance realism in XR manipulation” said Guido Gioioso, CEO and Co-Founder of WEART. “Our focus on authenticity ensures that every intangible interaction feels tangible, empowering users to engage with virtual environments as if they were real."

The gloves, available in pairs, are designed to work with all major headsets available, in accordance with WEART's dedication to making haptic technology more accessible and widespread. The current version of TouchDIVER has been embraced by various customers across task operations, safety training simulations, teleoperations, and immersive customer experiences within luxury, automotive and retail sectors. This adoption is mostly attributed to the high-speed resolution of the embedded haptic technology, the compact and lightweight design, and the easy integration into VR projects

TouchDIVER Pro gloves will be sold in pairs and will be available for pre-orders from June 11, 2024 at €3,900 on WEART’s website and through a global network of distributors

WEART will be showcasing TouchDIVER Pro glove during AWE USA at Booth 630, from June 18 – 20 in Long Beach, California. For more information, visit weart.it

Note: Images, company assets, interviews, demos, and additional information are available upon request at info@weart.it 

VRARA Member dilium Announces the Official Launch of the Spatial Drawing App for VisionOS.

From VRARA Member dilium:

dilium is excited to announce the official launch of the Spatial Drawing app on the Apple Store for #VisionOS.

After receiving an overwhelming response to our video teaser, we have accelerated the release of this groundbreaking application. 
#SpatialDrawing empowers users to unleash their creativity by offering a seamless platform to draw, create, experiment, and have fun.

Achieving this goal was also made possible thanks to our participation in the Apple #DeveloperLabs in London and Cupertino in 2023, which gave us the opportunity to discuss with Apple engineers, receive feedback and guidance on how to develop on the latest #AppleVisionPro.

This milestone coincides with our recent participation in INNOVIT - Italian Innovation and Culture Hub, a renowned accelerator program for Italian innovative startups and companies, supported by the Italian Ministry of Foreign Affairs. During this program, we had the opportunity to showcase and validate our app in #SiliconValley, interfacing with and taking advice from the best #innovators in the world.

Commenting on the launch, dilium's CEO, Donato De Ieso, stated: "Spatial Drawing is a pioneering entry into the VisionOS ecosystem because it opens up a world of possibilities. However, we are only at the beginning. In fact, we are already working to make this app a new frontier for collaboration".

Spatial Drawing doesn't stop there though. Talking developer to developer: we give the opportunity to anyone who wants to integrate spatial drawing within their app to request our #SDK and enrich their solution. Our team of expert will be available to answer to all of the questions and offer technical assistance for any type of need.

About Innovit: the first Italian Innovation and Culture Hub in San Francisco, promoted by the Directorate General for the Country System of the Ministry of Foreign Affairs and International Cooperation, in collaboration with the Embassy of Italy in the US and the Consulate General in San Francisco, and managed with the support of the ITA - Italian Trade Agency and the Italian Cultural Institute of San Francisco.

Augmented Reality: what it is and why it will be relevant for us as people and professionals

Watch the recording of the meeting with Lorenzo Montagna, Katherina Ufnarovskaia, Fabio Codebue and Donato De leso which was held in STEP FuturAbility District as part of the cultural scientific program.

“AR” is a fantastic technology, although very simple to use, it is in fact very powerful because it is based on artificial intelligence, capable of giving us information, personal and contextual, in our field of vision. True magic! During the meeting we will talk about practical cases and possible applications.

Lorenzo Montagna is the Founder of Seconda-Stella (first Strategic Advisory company for Augmented, Virtual and Metaverse Reality) and President in Italy of "VR AR Association" (first world association in the field of immersive technologies). Mentor at Polihub of the Polytechnic of Milan and Cariplo Factory, Senior Advisor for PwC on emerging technologies. Author of 4 Mar-tech books including “Metaverso – Noi e il web 3.0” (Mondadori). He was CEO of Yahoo! for 13 years, before Altavista and Via-Michelin. His vision of technology as magic and as a strategy leads him to often be a speaker at international events on the topic of innovation.

Katherina Ufnarovskaia is CEO of a software house and co-founder of an innovative start-up operating in the field of immersive technologies. With 18 years of experience in the IT sector, you have held leadership and commercial positions and have dedicated your efforts to research and development projects. She is an expert in the field of Computer Vision and Artificial Intelligence, she is a pioneer in the field of XR technologies. Currently, she heads the start-up Augmented City, which has developed the largest AR Cloud, covering 182 cities around the world. This has created a space in the Metaverse where everyone can experience XR and GeoPose services. Her main business sectors include industrial AR, tourism, art and education.

Fabio Codebue is a passionate person, and with a long experience, for programming and everything related to technology. With a solid background in software development and a keen eye for detail, he consistently strives for excellence in every project he undertakes. His dedication to continuous learning and his ability to think outside the box make him a valuable asset in any technology endeavor. When he's not immersed in programming, he enjoys exploring new technologies, engaging in problem-solving challenges, and collaborating with like-minded people to create innovative solutions. It creates immersive solutions for Augmented and Virtual Reality with 360° systems optimized for large quantities of variable data over time thanks to its experience in managing restAPI servers, databases (FirebirdSQL and mySQL), Linux based servers and web development

Donato De Ieso - Co-Founder & CEO of lium srl→ He held the role of university lecturer and tutor for several years at UNIMI - Department of Computer Science - IT Security Systems. He has worked for over 20 years following IT innovation projects for various multinational companies. Proven entrepreneurial experience with exits on four innovative startups operating in the Computer Vision (AR), Fintech and Big Data sectors - VP of the VRARA Italia Association and Member of the AI ​​Council of the Digital SME Focus Group in EU Commission.

SkyTG24 interviews VRARA Italy Chapter President on Metaverse

Guest Post by VRARA Italy Chapter President Lorenzo Montagna:


On Saturday morning I had the opportunity to participate in the live broadcast of Sky TG24 to talk about Metaverse: you can find attached an excerpt and the full version in the first comment!

I would like to reiterate that the Metaverse is not synonymous with video games, NFTs, virtual reality, but it is the concept of an evolved digital world where, thanks to WEB 3.0 technology, we enter the spaces to live new experiences, new content thanks to a pool of technologies including those mentioned above, as well as AR, cloud, MR and 5G.

the Metaverse is therefore evidently an evolution of the current relationship we have with screen-mediated technology: technology has in fact improved from the point of view of speed and ubiquity but remains always linked to increasingly smaller screens.

The Metaverse will therefore be a reappropriation of the "outside" world, of "space" as Apple says, with technology superimposed or even replacing the real one. For this reason, this complex ecosystem cannot be created by a single company and in a few months.

As far as artificial intelligence is concerned - as I say to Sky - I think we have reached a dangerous point of synonymy between artificial intelligence and generative artificial intelligence, which is certainly an impressive part for the possibilities of improving one's work, but which completely diverts attention to deeper issues concerning the role that technology itself will assume between now and the next few years.

What I have not been able to say for reasons of time is that the solutions to be able to use the metaverse and AI combined are really many and that they actually cover an entire so-called value chain: from promotion to communication, from customer relationship to employee training, to sales.

We see this very well as VR/AR Association (VRARA) with a steady growth of investments in VR and AR solutions, i.e. content rather than platforms.

In fact, the problem is that too often companies think of the metaverse as a tactical marketing solution to create simple product launches, perhaps on a young target, and do not realize instead that they have to create a "real" and new world where brand equity is maintained and where there is a very realistic representation of the company.

It is important to underline that in these days the European community is working both to accelerate the creation of a digital identity and for the digital currency: this testifies to the fact that the EEC is strongly committed to the issues of virtual worlds.



VRARA Milan Present at Largest Event on E-commerce in Europe

“VRARA Milan has been present to the largest event on e-commerce in Europe : NETCOMM FORUM, held in Milan with over 20.000 participants.

VRARA Italy has been a strategic Partner not only to present top XR Business solutions in action with demo, but also with a meeting in the Netcomm Academy with almost 200 people attending to understand the potential of XR in a Metaverse Strategy for Companies and Enterprises.

JOBS AND SKILLS OF THE FUTURE: MIAT LAUNCHES TWO NEW MASTERCLASSES TO ANSWER THE MARKET DEMAND

In an extremely dynamic and constantly evolving market, brands and companies are increasingly  oriented towards innovation, driven by the spread of emerging technologies and metaverse. 

Nevertheless, there are very few courses that offer training in integrated and transversal skills of  this type to professionals and artists. 

For this reason, MIAT is launching two new on-site Masterclasses in the MIAT Academy: “XR  Optics” with Meta and “Live Performance in the Metaverse” in order to help professionals in to  answer the call of immersive technologies and the Metaverse and meet the demand of this fast growing markets. 

XR OPTICS MASTERCLASS 

In the span of about a decade, companies like Apple, Meta, Google, Microsoft, Samsung, Sony,  Huawei have opened VR/MR divisions, acquired companies and hired thousands of engineers and  PhDs in the field of optics to enable this technology leap. 

To help engineers and scientific profiles having a competitive advantage in the job Market, MIAT is  launching Masterclass with META on XR Optics, led by Dr. Giuseppe Calafiore - Manager  responsible for the XR optics at META Reality Labs, who with his team is responsible for the design  and implementation of all MR smart glasses and in VR for Meta around the world. 

The Masterclass, will be held in Milan from 12 to 16 December 2022, aimed at providing highly  specialised professionals (engineers and scientific profiles) with an overview of the fundamentals of  optics for virtual reality and mixed reality devices. 

The core of the course will focus on advanced and proprietary MATLAB scripts for the design of  Mixed Reality (MR) devices. This type of profile is in great demand at international level and there  are currently no courses of this kind available in the world. 

Link to the Masterclass: https://www.miat.tech/courses/xr-optics-masterclass-bootcamp/Link to  the Masterclass: https://www.miat.tech/courses/xr-optics-masterclass-bootcamp/ 

LIVE PERFORMANCE IN THE METAVERSE 

The metaverse increasingly requires the ability to conceive, design and realise essential practical  skills in live performances through collaborative and practical experimentation. 

The unique international “Live Performance in the Metaverse Masterclass” will take place on 18,  19 and 20 November and on 25 and 26 November full time. 

During the Masterclass, led by António Baía Reis - Ph. D in Immersive Media, Professor in Digital  Media, Co-founder and Stage Director of Cuarta Pared VR, Professional Actor and Digital Artist,  participants will also operate in a virtual world through VR headsets with an artistic crew connected  from Spain. They will acquire specialised knowledge and practical skills that will allow them to have  a kit of conceptual and practical tools to conceive, design, plan and implement any metaverse  project that needs know-how for live performance. The output will be the realisation of a prototype  for a live performance project for the metaverse that participants will present on the last day of the  masterclass to a jury of international experts 

• Jorge Esteban Blein: Co-founder & VR Creative Director in La Cuarta Pared VR,  Academy Coordinator & Mentor at Virtual Voyager academy, Metaverse theatre, Ph.D. 

• Mark Ashmore: Founder Future Artists, 3rd Year PhD Researcher Immersive Arts,  Twitch Producer, Live Event Producer. 

Link to the Masterclass: https://www.miat.tech/courses/live-performance-in-the-metaverse masterclass-bootcamp/ 

Here some useful links:  

https://www.miat.tech/the-institute-for-arts-and-emerging-technologies/ 

https://www.miat.tech/ 

ABOUT MIAT 

MIAT is an educational and creative hub for immersive arts and emerging technologies, integrating  an Immersive Academy with hands-on and practitioner-driven industry access training programs,  alongside a full-service immersive production centre generating original immersive and metaverse  experiences. 

We are an international team of immersive storytellers, filmmakers, producers, XR developers, lead  artists, animators, sound engineers, combining high artistic skills with a cutting-edge technological  expertise delivering training programs in immersive storytelling, metaverse, directing, creative  producing, filmmaking, VR shooting, XR art, interactive emerging technologies applications. We love  to strengthen the talents of the future and create together high-end original immersive experiences  for artistic expression and social impact. 

MIAT s.r.l. Via Carlo Freguglia, 10 - MIlan . www.miat.tech . miat@miat.tech . miatsrl@smart-cert.it Registro Imprese di Milano Cod. Fisc. e P.IVA 10581970968 . REA MI - 2543408


MIAT presented the first International Immersive Storytelling Masterclass Bootcamp: Training the talents of the future

Award-winning creators and artists, immersive directors, XR creatives and science-techs have transformed Milan into a pool of knowledge for those who will be the talents of the immersive world of the future. 

In July 2021, MIAT (https://www.miat.tech/), the Multiverse Institute Of Art and Technologies, launched the first SOLD-OUT international Immersive Storytelling Masterclass in Milan. 

The Bootcamp, led by international industry professionals, award-winning creators and artists, immersive directors, XR creatives, sound designers and science-techs was structured over eight days, and designed to touch, understand and experience all the facets of the immersive world and the entire immersive production process. 

“During the full immersion week, the participants have ranged from topics such as stereos & cameras, 360 producing and filming, immersive audio, virtual, augmented, and mixed reality, game-engines, and volumetric capture, to learn how to create immersive experiences using new worlds and languages. Furthermore, they went deeper, learning from a scientifical perspective what is behind these immersive technologies. 

Finally, through lectures and sensory and innovative workshops were addressed key topics concerning narrative, interactivity, and immersion, in order to understand how to build the perfect and engaging immersive storytelling capable of transmitting emotions, increasing empathy and connecting with the audience.” Said Elisabetta Rotolo, CEO - Founder of MIAT and tutor for the masterclass. 

At the end of the course, tutors and international experts guided the participant with creative and design thinking techniques through the conceptualisation of their immersive project presented afterwards to a jury of international commissioners including international executive producers, curators, interactive and immersive media experts as Liz Rosenthal, Myriam Achard, Dan Tucker, and Carlo Rodomonti. 

The masterclass, designed to meet the needs of the international XR market, providing the future generation of art-tech with artistic, creative and critical thinking, was the first masterclass launched by MIAT, which will be followed by new courses and opportunities for professionals, students, artists, creatives and corporations. 

More info here

ABOUT MIAT

MIAT is an educational and creative hub for immersive arts and emerging technologies, integrating an XR Academy with hands-on and practitioner-driven industry access training programs, alongside a full-service immersive production centre generating original immersive experiences.

We are an international team of immersive storytellers, filmmakers, producers, XR developers, lead artists, animators, sound engineers, combining high artistic skills with a cutting-edge technological expertise delivering training programs in immersive storytelling, directing, creative producing, filmmaking, VR shooting, XR art, interactive emerging technologies applications. We love to strengthen the talents of the future and create together high-end original immersive experiences for artistic expression and social impact.

For info and contact: 

Elisabetta Rotolo - CEO & Founder

elisabetta.rotolo@miat.tech


dilium presents Augmented Reality Studio: the smart solution for creating AR experiences

The innovative tool was the protagonist of the "30 Replicable Success Cases in your company" presented at the Italian week of Artificial Intelligence.

dilium presents Augmented Reality Studio.png


dilium, an innovative startup dedicated to technological research based in Milan (Italy), unveiled its Augmented Reality Studio tool during the AI Week 2021. Named “the photoshop of Augmented Reality”, it is designed to develop, manage and start projects in AR in a simple and effective way. In just a few minutes, you can bring your desired projects to life, regardless of your IT skills. All content changes are displayed in real time to give you total control over your creations.

Augmented Reality Studio is a flexible solution that adapts to the needs of small, medium and large companies. Its flexibility is contained in the tools offered and designed for every need: a SaaS platform for a guided creation of AR experiences. Augmented Reality can be used in communication activities, inside stores or in marketing campaigns.

With Augmented Reality Studio, creating AR experiences is even easier thanks to the use of templates available with the Web license. Upload only the required content and watch your project come to life via the Augmented Reality Studio App. Compose your experience without constraints with the PRO license: upload videos, images and connect the Call to Actions as you wish, thanks to a clear and immediate visual editor accessible from any browser.

Designed to offer an advantage in terms of time and performance, it is ideal for those pursuing the improvement of work processes, the increase in sales and conversion rate, the reduction of development time and the differentiation of products. “With Augmented Reality Studio we intend to bring Augmented Reality closer to companies with an agile, accessible and secure product. Augmented Reality Studio allows everyone to create incredible Augmented Reality experiences without prior knowledge. Our qualified team is always available to offer support in the choices and in the design process". Said Donato De Ieso, CEO of dilium.

Information about dilium:

www.dilium.com

dilium is an innovative startup that, through specific skills in the Information and Communication Technology (ITC) and Technology Innovation Management (TIM) sector, offers innovative technological solutions to support companies in the growth of their business. 

We are pioneers of Frontier Technologies such as Machine Learning & AI, Blockchain, Algorithm & Advanced CMS and Augmented Reality to support digital transformation in B2B and B2C markets. From the analysis of the needs presented by our customers, we map the technological territory to build a performing development program.

In the field of research and development, we are the owner of a national patent for the use of a random extraction algorithm in Augmented Reality prize competitions created through the AR Win platform.

For info and contact:

Gianluigi Gollo

Business Developer

gianluigi@dilium.com


VRARA Italy at IOTHINGS WEEK

VRARA Italia ha partecipato all’evento IOTHINGS con una serie di usecase rilevanti di utilizzo di AR in ambito IOT. Gli ambiti analizzati sono stati quelli del turismo, dell’industria, quello dell’entertainment e del marketind, quello del trasporto e dei dati, analizzando gemelli digitali , piattaforme ed experience che creano una nuova interazione tra persone, oggetti e luoghi.

This event featured use cases thanks to the testimony of a group of Italian companies that have been working successfully for years in the international field in #emergingtech

PROGRAMMA

Chairman: Lorenzo Montagna, Chapter President Italy, VRARA – Virtual Reality Augmented Reality Association

 11:30  Saluti introduttivi e apertura dei lavori a cura del chairman

  11:35 Spatial Computing &AR per IOT – esempi pratici e roadmap

Francesco Diomede, Director of Business Development, Lanit-Tercom
Katherina Ufnarovskaia, CEO, Augmented.City

 11:50 Avanced Remote Assistance with Mixed Reality and Spatial Computing
Matteo Valoriani, CEO, Fifthingenium

 12:05 Correlazione e fruibilità del dato nei processi decisionali: il caso Metamorphosis
Lorenzo Cappannari,  CEO & Co-Founder, AnotheReality
Claudio Martini, Keybiz

 12:20 IOT e Game Design
Carlo Fabris, Business Development, Digital Tales

 12:35 Augmented Reality Studio – il photoshop della Realtà aumentata
Donato De Ieso, CEO & Founder, Dilium

 12:50 Kiber per l’Industria 4.0: Maintenance e FAT utilizzando soluzioni wearables
Franco Tecchia,  Founder & CTO, VRMedia

VRARA Italy Members take center stage at VRE20 !

VRE - VIRTUAL REALITY EXPERIENCE

The 2020 VRE edition conforms itself to the international situation and it revolutionizes its format by giving life to a hybrid edition which introduces the digital and maintains some physical locations with the belief that only by experiencing the feeling live you are truly able to feel it to the fullest. 

The festival created by Mariangela Matarozzo and produced by the Cultural Association Iconialab is originally conceived as a festival entirely dedicated to immersive technologies and their impact on our near future. 

The programme includes immersive productions which express to the fullest the power of the art of narration in each and every one of its forms. There is the Cinema with the Official Selection of VR productions from all over the world, Culture: some of the most influential voices will liven up Talks and Masterclasses, moments of in-depth analysis dedicated to the different declinations of XR, Art Performances for a new multimedia expression and expansion.

A perfect mix of entertainment and culture, a place for innovation and experimentation, capable of completely involving the viewers.

VRE 20 - EXTENDED EDITION

The second edition of VRE will take place during a year characterized by bonds and limitations which are reflected in the organization of the festival. Nonetheless VRE wanted to realize in traditional locations the sections with a greater emotional and sensorial engagement. Next to the digital VRE will be present at the Maxxi with the VR Experiences (6DoF), at Villa Maraini (in collaborazione con Istituto Svizzero Roma) per alcune tra le più innovative Art Performing, nell’ Aula Magna Unitelma Sapienza with some Talks and Masterclasses. 

The festival will have a hybrid format: next to the physical locations there will be the digital part, in fact, the competition of VR Videos will be available on the Veer VR Platform, some talks and masterclasses will be in streaming on the festival’s and the partner’s social channels.  

VRE will be among the Risonanze della Festa del Cinema 2020: “in doing so, we will have the chance to broad the horizon of our event towards the advanced frontiers of vision involving the public in new and unexpected experiences amongst experimentation, interaction and immersion”, said Laura delli Colli - President of the Cinema Foundation for Rome..

VRARA+Italy+VRE20+.jpg

L'ecommerce del futuro, tra realtà virtuale, avatar e personalizzazione

Come si svilupperanno gli acquisti online tra qualche anno? Alcune tecnologie a cui già si sta lavorando oggi ci danno qualche indizio?

Acquistare in realtà virtuale

Una delle tecnologie che potrebbe trainare il futuro del commercio elettronico è la realtà virtuale. Che permette di simulare un’esperienza di acquisto in-Store lasciandoci comodamente sul divano di casa. E aggiungendo tutti i vantaggi che le piattaforme digitali possono dare all’esperienza di shopping. Che sia la spesa al supermercato o la ricerca di un nuovo vestito. Un software di questo tipo già lo produce un’azienda italiana, chiamata InVRsion. Per ora uno strumento per ricerche di marketing da parte delle aziende, ma il suo fondatore Matteo Esposito guarda avanti: «Abbiamo sempre pensato che in un futuro la realtà virtuale potrà aiutare anche i consumatori». A InVRsion si sta già immaginando un nuovo modo di fare acquisti online, una fusione tra la spesa tradizionale e l’ecommerce:

«Dall’una prendiamo il rituale che ruota attorno al punto vendita, che per noi è importante rimanga identico per mantenere alcune abitudini da ritrovare anche nel virtuale. Poi entrano in gioco le potenzialità dell’ecommerce: posso scegliere di filtrare i prodotti, avere una lista desideri che mi guida tra gli scaffali per trovare ciò che mi serve, usare l’intelligenza artificiale che controlla cos’ho nel carrello e mi suggerisce ingredienti da abbinare. O attivare il Voice commerce, un assistente virtuale a cui posso chiedere aiuto». A InVrsion, dopo il boom dell’ecommerce di questi mesi di lockdown — e un domani in cui il distanziamento sociale sarà ancora la norma, almeno per diversi mesi — si sta cercando di anticipare il più possibile le necessità del prossimo futuro di clienti, aziende e soprattutto marchi fashion.

«C’è un interesse clamoroso, noi riceviamo tutti i giorni richieste sulla virtualizzazione. Ma si ricade sempre sullo specchietto retrovisore. Tutti vogliono innovare ma guardando indietro ai video 360 che sono tecnologie di vent’anni fa. Creare ora un sito web che ti permette di navigare uno store 3D è un’idea vecchia», aggiunge Esposito. Proprio per la moda è già in cantiere un sistema di virtualizzazione dei negozi che verrà lanciato nella sua prima versione alla fine dell’estate per costruire «una nuova idea di ecommerce. Noi abbiamo un’idea molto chiara al riguardo: dev’essere un mondo interattivo, immersivo, fruibile dai dispositivi dell’utente». Fondamentalmente un «secondo sbocco di un ecommerce già pre-esistente, così da sfruttare lo stesso sistema di logistica» e che però permette di vivere l’acquisto davvero. E non solo attraverso immagini, testo e click. Per fare questo, però, servono delle innovazioni che portano nel digitale sia noi sia gli oggetti che vogliamo comprare.

Source

Prada Virtual Reality deployed by Impersive

Since 2017, Impersive has produced over 20 immersive contents for Prada with our 360 3D, in person, dynamic, technique, a unique technique that sets us apart on the international scene, directed by Guido Geminiani.

The project born for in-store distribution in Prada stores worldwide, since 2018 gives customers the opportunity to choose from dozens of contents ranging from fashion shows with the latest collections presented, to the story of the Prada foundations (Milan and Venice) up to story of the "epicenters" of New York, Los Angeles, Tokyo, the making of in the iconic Prada factories immersed in Italian territory. In these days Prada launches Prada VR, a Library (13 selected contents) free for the main VR platforms: Oculus, Youtube VR, Veer, with a unique worldwide campaign in this sector. For Prada we also take care of distribution apps, the production of VR gaming experiences and worldwide tours with google tiltbrush in store with the main artists in the sector.

Dal 2017 ad oggi Impersive produce per Prada oltre 20 contenuti immersivi con la nostra tecnica 360 3D in persona in movimento, una tecnica unica che ci contraddistingue nel panorama internazionale per la regia di Guido Geminiani.

Il progetto nato per la distribuzione in-store nei negozi Prada nel mondo, dal 2018 da la possibilità ai clienti di scegliere tra decine di contenuti che vanno dalle sfilate con le ultime collezioni presentate, al racconto delle fondazioni Prada (Milano e Venezia) fino al racconto degli “epicentri” di New York, Los Angeles, Tokyo, i  making of nelle iconiche fabbriche di Prada immerse nel territorio Italiano. In Questi giorni Prada lancia Prada VR, una Library (13 contenuti selezionati) free per le principali piattaforme VR: Oculus, Youtube VR, Veer, con una campagna worldwide unica in questo settore. Per Prada curiamo anche le app di distribuzione, la produzione di experience di gioco VR e tour worldwide con google tiltbrush in store con le principali artiste del settore.

More info: https://www.prada.com/ww/en/pradasphere/special-projects/2020/prada-vr.html

VeeR: https://veer.tv/vr/PRADAVR/uploads/all

Youtube VR: https://www.youtube.com/playlist?list=PLppHiVjbPHawfopohGapQ11wti71Ma2rN

inVRsion, Virtual Reality + Retail startup, raises €3 million

Learn the latest during our VR/AR Global Summit ONLINE Conference + Expo June 1-3

Italian-based inVRsion, a virtual reality startup serving the retail industry, has raised €3 million in its third and overscribed funding round, which was closed on 30 April. This brings the total raised by the company to €4.5 million.

inVRsion, founded in 2015 by Matteo Esposito, Paolo Pascolo, Flora Caroli and Luca Ferrari Trecate, is a company specialized in the simulation of retail spaces, showrooms, products and shopping experiences. These virtual reality services support B2B activities such as trade marketing negotiations, shopper research and training, as well as B2C activities, like virtual reality e-commerce. Currently, inVRsion’s proprietary software ShelfZone is used in the CPG sector by a number of leading global retail companies, and the startup is trusted by players like accenture, Nestle and pepsico.

The new funding round was participated in by a mix of both new and existing advisors. BackToWork24 Srl and Invest Italy SIM Spa covered 50% of the round alone, and a number of other investors also took part, including: Italian Angels for Growth, the Milanese holding Finbeauty Srl, and LiftT Spa. In addition, investors from previous rounds, prominent figures and members of the Advisory Board, such as Mainardo de Nardis (entrepreneur and former CEO of Omnicom Group), also took part.

Furthermore, the startup has announced that De Nardis (investor, Director and Advisor) has joined inVRsion’s advisory board along with Lorenzo Thione and Eugenio Perrier. Their expertise will be used to support the startup as it scales up in the United States, starting with its subsidiary base which was recently established in New York.

Matteo Esposito, inVRsion’s co-founder and CEO, explained: “Since the start inVRsion has specialized in the standardization of the processes related to 3D products digitalization and in the development of a software for the design and personalization of retail spaces through virtual reality, that can be dynamically filled with products, autonomously managed by clients and connected to their existing sales processes. Soon our platform will take advantage of the emerging Edge Cloud and 5G technologies to bring the virtual purchase experience from a B2B to a B2C context, reinventing the e-commerce paradigm. I want to thank our investors who believe in this ambitious, but timely project”.

It’s also worth noting that to assist during the Covid-19 emergency, the startup has announced new solutions for the Fashion and Luxury sectors, to virtualize and improve the efficiency of distribution and sales processes at a B2B level.

inVRsion’s COO Fabrizio Dini, went on to explain: “Our 3D digital twins are perfect and can be showcased in a virtual store or showroom through our platform or featured within a web page, providing users with the most accurate product experience, where they can evaluate the details of merchandise as well as any alternatives regarding colors, materials and finishes. The 3D Commerce format will represent a new standard for the visualization of products on e-commerce websites and in AR/VR applications”.

Contact:

Matteo Esposito

m.esposito@invrsion.com

Come la realtà virtuale può cambiare l'economia dopo il coronavirus (Interview with Wired and Lorenzo Montagna, VRARA Italy)

di Daniele Monaco Contributor

10 APR, 2020

Dalla moda all'ecommerce, dall'industria allo smart working, ecco come realtà aumentata e virtuale possono trasformare i business tradizionali (e lo stanno già facendo)

Sfilate di moda con avatar, 3Dcommerce, smartworking dei colletti blu e scuola in realtà virtuale: frontiere sempre più vicine, dal marketing all’intrattenimento, dall’immobiliare al mondo della formazione. Le regole di distanziamento sociale imposte dall’emergenza coronavirus rendono impossibile incontrarsi nel mondo fisico ma visori, smartglass e supporti olografici possono ricreare comunicazioni e rapporti personali, con tecnologie immersive di realtà virtuale (Vr), aumentata (Ar) e mista (Mr).

Se negli Stati Uniti Virtualitics già permette di visualizzare i big data in 3D all’interno di ambienti virtuali, realizzando uno scenario alla Minority Report, anche le software house italiane sono all’opera. Già prima della crisi Covid-19, la società di consulenza Pricewaterhouse Cooper ha previsto che il settore apporterà 1.500 miliardi di dollari e 23,3 milioni di nuovi posti di lavoro all’economia mondiale entro il 2030. La stima del contributo al Pil globale è di 360 miliardi di dollari nel manifatturiero, 351 nella medicina, 294,2 nella formazione, 275 nella manutenzione, 204 nel retail.

“Queste tecnologie sono state considerate finora più come un ‘nice to have’ che un investimento per la produttività e l’efficienza personale”, osserva Lorenzo Montagna, presidente di Vr/Ar Association, associazione del settore di Milano. “La crisi coronavirus accelererà un’adozione strategica di cui nessuno potrà fare a meno in futuro, per riprodurre il rapporto compratore-venditore, ricreare le occasioni di incontro intorno ai prodotti e tutte quelle situazioni in cui è utile una compresenza di persone come sport, intrattenimento e cultura. Anche per questo la Vr già funziona bene nella formazione”.

Formazione e manifatturiero

Tanto che a Bologna il Comune ha lanciato il progetto Classroom 3.0 per l’istituto tecnico industriale Aldini Valeriani, con Eon Reality, Fondazione Corazza e Fav. Da settembre 300 studenti dell’ultimo anno seguiranno lezioni in Ar/Vr, per simulare in un ecosistema digitale le attività che svolgeranno negli ambienti di lavoro. Un ponte tra scuola e mondo professionale, realizzato grazie a una piattaforma di contenuti generati dagli utenti, basata sul software Creator Avr.

I docenti utilizzeranno modelli e foto a 360° per creare le lezioni accedendo a CgTrader, il maggiore repository di modelli 3D del mondo, oppure caricando gli asset 3D prodotti dagli studenti, partendo da una web page in backend. Il tutto senza dover scrivere una riga di codice, mentre in frontend basterà scaricare un’app disponibile per iOS e Android.

Lo stesso potrà avvenire per la formazione dei dipendenti e l’assistenza da remoto su procedure di sicurezza, montaggio e operatività di macchinari, volte a garantire la continuità produttiva delle aziende in qualsiasi scenario. “Le applicazioni vanno dai processi di pressurizzazione gas alla saldatura, dai sequenziatori di Dna ai corsi per fare le crepes, attraverso nuovi paradigmi di formazione esperienziale e memoria muscolare che permettono di imparare quasi il doppio dei metodi tradizionali e che aumentano del 70% la capacità di memorizzare”, spiegano da Eon Reality.

Sul fronte della manutenzione

Lo conferma Marco Zanuttini, amministratore delegato di OverIt azienda friulana del gruppo Engineering, con clienti fra le multiutility del settore energetico, infrastrutture e telecomunicazioni (Eni, Enel, Italgas, Open Fiber…). “device di realtà aumentata sono stati spesso percepiti come un elemento ‘scenografico’ fra le soluzioni a disposizione di un’azienda”, osserva Zanuttini. “La crisi da coronavirus potrebbe però accelerare le sperimentazioni come già accaduto in Spagna, dove un’azienda ci ha chiesto l’installazione urgente dei software e l’invio immediato degli smartglass, per la manutenzione dei propri impianti, in mancanza di personale”.

È lo smartworking dei colletti blu, con i visori wearable destinati a superare tablet e smartphone come supporto per visualizzare un digital twin e comunicare con l’assistente remoto. “I dispositivi Ar sono utili quando il personale non può spostarsi in trasferta, per garantire il passaggio di know-how da un addetto senior a uno junior e per guidare da remoto personale non tecnico”, spiega Zanottini. “L’uso di un ambiente virtuale è ‘trasparente’ al problema, quando un impianto permette di per sé operazioni a distanza. È diverso quando è necessario avvalersi della presenza sul posto di personale, anche non specializzato, a cui l’Ar può garantire un’extended maintenance”.

Condividere oggetti virtuali sul campo visivo dell’utente per una smart assistance sul campo è la modalità con cui Joinpad supporta la manutenzione dei treni di Alstom a Sesto San Giovanni, mentre Uqido ha realizzato ambienti virtuali per addestrare i tecnici Nokia a riparare le antenne a 40 metri d’altezza. “Casi in cui se sbagli nella vita reale non hai una seconda chance”, osserva Pier Mattia Avesani, ad di Uqido (Padova). “La realtà virtuale permette di tracciare i movimenti e valutarli senza dover ricostruire la postazione per ogni apprendista, con grandi potenzialità nella medicina”.

Nella medicina

La prima operazione chirurgica al mondo in realtà aumentata è avvenuta di recente all’ospedale Sant’Orsola di Bologna. Lo specialista maxillo-facciale indossava il visore Vostars, realizzato nell’ambito di un progetto europeo coordinato dall’Università di Pisa. Nel campo visivo poteva visualizzare una linea virtuale in 3D lungo il percorso da seguire con lo strumento chirurgico. Il visore ha permesso per la prima volta una messa a fuoco coerente tra immagine virtuale e reale, quindi la giusta coordinazione occhio-mano nell’atto chirurgico.

A Milano, invece, i video immersivi di Impersive permettono di ricostruire l’esperienza del tecnico di laboratorio per il test sui campioni genomici di cellule tumorali. Il tirocinante che deve conseguire la formazione con i crediti Ecm può così ripetere l’esperienza senza dover assistere di persona alla procedura, registrata dal punto di vista del tecnico all’Università Federico II di Napoli.

“Grazie alle ecografie è possibile riprodurre immagini in Ar di organi e patologie, ma lo stesso vale con gli oggetti per moda e manifatturiero” – osserva Avesani – “quando gli agenti commerciali non possono spostarsi o recarsi alle fiere di settore è possibile ricreare un oggetto in 3D con milioni di poligoni grazie a tecniche di fotogrammetria”.

Il settore retail

“Il lockdown ha dato una forte accelerazione all’ecommerce ma la prossima frontiera è il nuovo standard ‘3DCommerce‘ che l’associazione americana Khronos Group sta elaborando, con il sostegno di circa 90 aziende del settore, da Amazon a Shopify, da CgTrader a Sketchfabsviluppando un’evoluzione del formato gLtf, usato per la trasmissione di asset 3D fotorealistici”. La previsione è di Matteo Esposito, ad di Invrsion di Milano, che realizza supermercati virtuali per gli studi di marketing di brand come Nestlé, Ferrero, Pepsi, Mondelez ed Esselunga.

“Il mondo della moda ha dei budget già allocati per le sfilate attualmente bloccate, ma potrebbe essere il primo a beneficiare della realtà virtuale per portare lo showroom al buyer e non viceversa” – spiega Esposito – “il problema sarà la riconversione di alcune maison che disegnano ancora i modelli a mano, fino a pochi giorni prima di andare in produzione”. Invrsion ha ricostruito in Vr un intero quartiere di Miami per consentire a un’agenzia immobiliare del posto di invitare i potenziali acquirenti all’acquisto di appartamenti con arredi griffati.

“Dubito che il futuro della Vr sia iperrealistico, aptico, olfattivo e multisensiorale” – osserva Esposito – “Facebook ha già venduto diversi milioni di Oculus e credo si andrà sempre più verso device standalone, con la potenza di calcolo del cloud in 5G ad alta risoluzione. Lavoriamo a un prodotto ecommerce affinché il retailer colleghi la propria piattaforma su questo tipo di supporto”.

“Fino a poco tempo fa eravamo un ‘gadget efficace’ per la grande industria, ma ora questa esperienza può diventare strategica. Tuttavia, per indossare un visore bisogna creare un motivo: vivere un’esperienza immersiva e un’interazione convincente”, conclude Guido Geminiani di Impersive, che da sei anni ha prodotto 300 progetti commerciali Vr per X-Factor, Sony e diverse squadre di Serie A. “Stiamo sviluppando demo per la moda, stanze virtuali per consentire ai buyer di interagire tramite avatar e vedere la nuova collezione presentata durante la fashion week”.

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Come la realtà virtuale può cambiare l'economia dopo il coronavirus

di Daniele Monaco

Contributor

10 APR, 2020

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Dalla moda all'ecommerce, dall'industria allo smart working, ecco come realtà aumentata e virtuale possono trasformare i business tradizionali (e lo stanno già facendo)

(foto: Getty Images)

Sfilate di moda con avatar, 3Dcommerce, smartworking dei colletti blu e scuola in realtà virtuale: frontiere sempre più vicine, dal marketing all’intrattenimento, dall’immobiliare al mondo della formazione. Le regole di distanziamento sociale imposte dall’emergenza coronavirus rendono impossibile incontrarsi nel mondo fisico ma visori, smartglass e supporti olografici possono ricreare comunicazioni e rapporti personali, con tecnologie immersive di realtà virtuale (Vr), aumentata (Ar) e mista (Mr).

Se negli Stati Uniti Virtualitics già permette di visualizzare i big data in 3D all’interno di ambienti virtuali, realizzando uno scenario alla Minority Report, anche le software house italiane sono all’opera. Già prima della crisi Covid-19, la società di consulenza Pricewaterhouse Cooper ha previsto che il settore apporterà 1.500 miliardi di dollari e 23,3 milioni di nuovi posti di lavoro all’economia mondiale entro il 2030. La stima del contributo al Pil globale è di 360 miliardi di dollari nel manifatturiero, 351 nella medicina, 294,2 nella formazione, 275 nella manutenzione, 204 nel retail.

“Queste tecnologie sono state considerate finora più come un ‘nice to have’ che un investimento per la produttività e l’efficienza personale”, osserva Lorenzo Montagna, presidente di Vr/Ar Association, associazione del settore di Milano. “La crisi coronavirus accelererà un’adozione strategica di cui nessuno potrà fare a meno in futuro, per riprodurre il rapporto compratore-venditore, ricreare le occasioni di incontro intorno ai prodotti e tutte quelle situazioni in cui è utile una compresenza di persone come sport, intrattenimento e cultura. Anche per questo la Vr già funziona bene nella formazione”.

Formazione e manifatturiero

Tanto che a Bologna il Comune ha lanciato il progetto Classroom 3.0 per l’istituto tecnico industriale Aldini Valeriani, con Eon Reality, Fondazione Corazza e Fav. Da settembre 300 studenti dell’ultimo anno seguiranno lezioni in Ar/Vr, per simulare in un ecosistema digitale le attività che svolgeranno negli ambienti di lavoro. Un ponte tra scuola e mondo professionale, realizzato grazie a una piattaforma di contenuti generati dagli utenti, basata sul software Creator Avr.

I docenti utilizzeranno modelli e foto a 360° per creare le lezioni accedendo a CgTrader, il maggiore repository di modelli 3D del mondo, oppure caricando gli asset 3D prodotti dagli studenti, partendo da una web page in backend. Il tutto senza dover scrivere una riga di codice, mentre in frontend basterà scaricare un’app disponibile per iOS e Android.

Lo stesso potrà avvenire per la formazione dei dipendenti e l’assistenza da remoto su procedure di sicurezza, montaggio e operatività di macchinari, volte a garantire la continuità produttiva delle aziende in qualsiasi scenario. “Le applicazioni vanno dai processi di pressurizzazione gas alla saldatura, dai sequenziatori di Dna ai corsi per fare le crepes, attraverso nuovi paradigmi di formazione esperienziale e memoria muscolare che permettono di imparare quasi il doppio dei metodi tradizionali e che aumentano del 70% la capacità di memorizzare”, spiegano da Eon Reality.

Visori e joystick fanno parte degli strumenti usati per la realtà virtuale (foto: RAEng_Publications da Pixabay)

Sul fronte della manutenzione

Lo conferma Marco Zanuttini, amministratore delegato di OverIt azienda friulana del gruppo Engineering, con clienti fra le multiutility del settore energetico, infrastrutture e telecomunicazioni (Eni, Enel, Italgas, Open Fiber…). “device di realtà aumentata sono stati spesso percepiti come un elemento ‘scenografico’ fra le soluzioni a disposizione di un’azienda”, osserva Zanuttini. “La crisi da coronavirus potrebbe però accelerare le sperimentazioni come già accaduto in Spagna, dove un’azienda ci ha chiesto l’installazione urgente dei software e l’invio immediato degli smartglass, per la manutenzione dei propri impianti, in mancanza di personale”.

È lo smartworking dei colletti blu, con i visori wearable destinati a superare tablet e smartphone come supporto per visualizzare un digital twin e comunicare con l’assistente remoto. “I dispositivi Ar sono utili quando il personale non può spostarsi in trasferta, per garantire il passaggio di know-how da un addetto senior a uno junior e per guidare da remoto personale non tecnico”, spiega Zanottini. “L’uso di un ambiente virtuale è ‘trasparente’ al problema, quando un impianto permette di per sé operazioni a distanza. È diverso quando è necessario avvalersi della presenza sul posto di personale, anche non specializzato, a cui l’Ar può garantire un’extended maintenance”.

Condividere oggetti virtuali sul campo visivo dell’utente per una smart assistance sul campo è la modalità con cui Joinpad supporta la manutenzione dei treni di Alstom a Sesto San Giovanni, mentre Uqido ha realizzato ambienti virtuali per addestrare i tecnici Nokia a riparare le antenne a 40 metri d’altezza. “Casi in cui se sbagli nella vita reale non hai una seconda chance”, osserva Pier Mattia Avesani, ad di Uqido (Padova). “La realtà virtuale permette di tracciare i movimenti e valutarli senza dover ricostruire la postazione per ogni apprendista, con grandi potenzialità nella medicina”.

Tecnico all’opera con realtà aumentata (foto: OverIT)

Nella medicina

La prima operazione chirurgica al mondo in realtà aumentata è avvenuta di recente all’ospedale Sant’Orsola di Bologna. Lo specialista maxillo-facciale indossava il visore Vostars, realizzato nell’ambito di un progetto europeo coordinato dall’Università di Pisa. Nel campo visivo poteva visualizzare una linea virtuale in 3D lungo il percorso da seguire con lo strumento chirurgico. Il visore ha permesso per la prima volta una messa a fuoco coerente tra immagine virtuale e reale, quindi la giusta coordinazione occhio-mano nell’atto chirurgico.

A Milano, invece, i video immersivi di Impersive permettono di ricostruire l’esperienza del tecnico di laboratorio per il test sui campioni genomici di cellule tumorali. Il tirocinante che deve conseguire la formazione con i crediti Ecm può così ripetere l’esperienza senza dover assistere di persona alla procedura, registrata dal punto di vista del tecnico all’Università Federico II di Napoli.

“Grazie alle ecografie è possibile riprodurre immagini in Ar di organi e patologie, ma lo stesso vale con gli oggetti per moda e manifatturiero” – osserva Avesani – “quando gli agenti commerciali non possono spostarsi o recarsi alle fiere di settore è possibile ricreare un oggetto in 3D con milioni di poligoni grazie a tecniche di fotogrammetria”.

Chirurgia 4.0: primo intervento in AR al mondo al Sant’Orsola di Bologna (foto uff. stampa)

Il settore retail

“Il lockdown ha dato una forte accelerazione all’ecommerce ma la prossima frontiera è il nuovo standard ‘3DCommerce‘ che l’associazione americana Khronos Group sta elaborando, con il sostegno di circa 90 aziende del settore, da Amazon a Shopify, da CgTrader a Sketchfabsviluppando un’evoluzione del formato gLtf, usato per la trasmissione di asset 3D fotorealistici”. La previsione è di Matteo Esposito, ad di Invrsion di Milano, che realizza supermercati virtuali per gli studi di marketing di brand come Nestlé, Ferrero, Pepsi, Mondelez ed Esselunga.

“Il mondo della moda ha dei budget già allocati per le sfilate attualmente bloccate, ma potrebbe essere il primo a beneficiare della realtà virtuale per portare lo showroom al buyer e non viceversa” – spiega Esposito – “il problema sarà la riconversione di alcune maison che disegnano ancora i modelli a mano, fino a pochi giorni prima di andare in produzione”. Invrsion ha ricostruito in Vr un intero quartiere di Miami per consentire a un’agenzia immobiliare del posto di invitare i potenziali acquirenti all’acquisto di appartamenti con arredi griffati.

“Dubito che il futuro della Vr sia iperrealistico, aptico, olfattivo e multisensiorale” – osserva Esposito – “Facebook ha già venduto diversi milioni di Oculus e credo si andrà sempre più verso device standalone, con la potenza di calcolo del cloud in 5G ad alta risoluzione. Lavoriamo a un prodotto ecommerce affinché il retailer colleghi la propria piattaforma su questo tipo di supporto”.

“Fino a poco tempo fa eravamo un ‘gadget efficace’ per la grande industria, ma ora questa esperienza può diventare strategica. Tuttavia, per indossare un visore bisogna creare un motivo: vivere un’esperienza immersiva e un’interazione convincente”, conclude Guido Geminiani di Impersive, che da sei anni ha prodotto 300 progetti commerciali Vr per X-Factor, Sony e diverse squadre di Serie A. “Stiamo sviluppando demo per la moda, stanze virtuali per consentire ai buyer di interagire tramite avatar e vedere la nuova collezione presentata durante la fashion week”.

“È un paradosso, molte aziende non sono pronte a cogliere le opportunità che la tecnologia già permettere per rivolgersi ai consumatori”, conclude Montagna, autore del libro Realtà virtuale e aumentata. Nuovi media per nuovi scenari di business (Hoepli). “Eppure uno dei vantaggi dell’Ar è che basta uno smartphone, ci sono progetti già realizzati nella cultura e nello sport, come il tour virtuale del museo “Ara Pacis com’era” e le finali Nba viste con Oculus. Finora nel business è mancata la ‘reason why’, ma a ben vedere questa tecnologia l’abbiamo già in tasca”.

Un primo passo? Sicuramente lo hanno già fatto migliaia di nerd di tutto il mondo, diventati insospettabili maratoneti grazie a Pokemon Go, sin dal 2016. Nell’attesa (in casa) di ulteriori sviluppi, non resta che dilettarci con gli animali in 3D realizzati con l’Arcore di Google Search.

Source

VR Entertainment Service on trains in Italy

Since the 16th of December in Italy (Milan), Trenitalia (Italian national railway company) has started to adopt VR as entertainment service on selected high-speed trains, free of charge for every passenger.

AnotheReality is the technical partner for this initiative, contributing with planning, consultancy and deployment of the project, while also creating a platform to access selected licensed media contents for Trenitalia (movies, 360° videos and games), a VR home to select and enjoy those contents and an interactive experience reproducing traveling in the train cabin.

The initiative also includes service onboard with trained personnel to assist passengers in the usage of VR, and everything is thought with comfort and hygiene in mind. 

Hopefully this can be a useful use case about a large scale VR distribution to consumers that could inspire other countries in the world!

Recap of our Italy Milan’s Chapter Dinner

Screen Shot 2018-10-08 at 5.32.18 PM.png

VRARA Italy Chapter hosted a dinner for the VR/AR Association Milan’s Chapter.

At the event there were present both members and enthusiasts about the association, coming from a wide range of industries, all sharing the passion for Augmented and Virtual Reality. It hasn’t just been an opportunity to meet each others and to consolidate ties and relationships among members, but also a moment to discuss goals and proposals of the Association’s Milanese Chapter for the upcoming year.

The Italian VR/AR ecosystem is becoming everyday more and more solid, with startups and companies among the most valuable in the italian and international landscape.

One of the things we are most proud of is the heterogeneity of our members, which includes specialists from the most diverse sectors: from edutainment to gaming to the enterprise, from software development to sound design/engineering for this new way of experiencing reality. We are sure that such a multitude of diverse professionals can only provide a solid foundation for the growth of the network.

We are enthusiastic about how the event has been perceived and how people from such different backgrounds have been able to find themselves united by the passion for these emerging technologies.

The next VRARA event will be launched in Milan/Italy soon, contact us if you want to get in touch with the association or if you’re interested to join our next gig!

More pics from the dinner event here.