Exploring Virtual Reality as a Forensic Tool Criminal Justice

By Eduardo Neeter, Principal, FactualVR, Inc.

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Virtual reality (VR) offers unparalleled capabilities to support and facilitate forensic activities. VR and other related technologies, like augmented reality (AR) and mixed reality (MR) have been around for more than half a century, but it is only in the last few years that it has shown the potential to go mainstream.

The question if VR will successfully go through massive adoption, and if users will ever want to walk around with digital glasses that sense and display information everywhere is still not answered, and it will likely take a few years to know for sure.

What is clear at this point in time is—given the increased power and reduced cost of the VR building blocks that are required to provide a truly believable experience—this technology will be widely adopted across specific target domains. Tools supporting use-cases where spatial information is critical, like crime scene reconstruction, will be able to leapfrog current capabilities. For these specific areas, VR could prove to be the most powerful media ever invented.

Presence through immersion

The main capability offered by virtual reality is that it “tricks” the users into a sense of “presence.” The sense of presence is well defined1 as “the subjective experience of being in one place or environment even when physically situated in another.”

A VR environment can deliver the sense of presence by leveraging immersion capabilities. Immersion describes the extent to which technology is capable of delivering a vivid illusion of reality to the senses of a human participant. A well created VR environment will reproduce images and sounds of a scene from the point of view of the user, and deliver in real-time these images and sounds adjusted to each user’s eyes and ears, based on the user’s position and orientation. It will also render the digital images from the user’s perspective with enough precision and sufficient frequency that it causes the user’s brain to reconstruct a 3-D model of the scene, and place the user at the center of such model. Long story short, the VR environment makes the user “feel” that he or she is at the scene.

In addition, this idea can be extended to emphasize the fact that the VR experience is facilitated by means of a communication medium, and as such, it can take place remotely, therefore the term “presence” in the VR context is also referred to as “telepresence.”

VR/AR Association (VRARA) Criminal Justice Committee - Hands-on Encounter

With the interest to explore and study the impact of VR in policy and practices across the Criminal Justice domain, the VRARA Criminal Justice Committee was founded by co-chairs Rory Wells, Assistant Prosecutor in Ocean County, NJ, and Eduardo Neeter, Founder of FactualVR, a technology start-up providing VR services for crime scene reconstruction. The scope of the new committee includes a broad range of use-cases, such as investigations, future courtroom applications and rehabilitation.  

The VRARA Criminal Justice Committee held its first hands-on meeting September 22, 2017.  Multiple law enforcement agencies, academics, non-profits and providers from the United States and Canada met for a first of its kind seminar and discussion on the impact of VR and AR on the criminal justice system. The meeting covered demonstrations of the latest technology, including VR applications from event co-sponsors FARO Technologies and FactualVR. The topics ranged from training and investigations, to the use of VR at trial, and the use of VR for rehabilitation/reentry after serving time in prison.   

Participants included forensic professionals and officers from multiple crime scene units, including NYPD, Toronto PD, Westchester County, NY and Hudson County, NJ.

Discussions centered around or focused on the benefits and potential of VR technologies, compared with current tools and practices. One of the attendees said, “The person in charge of the case sometimes doesn’t go to the crime scene for days or weeks, and in some cases doesn’t go at all. With this technology, they could walk into the scene right away, whenever they want.”

Collaboration and communication between investigators and prosecutors appears to be an area of interest and could offer significant value. This area could demonstrate the potential of VR as a productivity tool, as it has the potential to allow people do things they couldn’t do before, and at the same time, be able to do it more efficiently and with less friction than ever.

Detective Donald Palmer from Westchester County (NY) attended the VRARA event in September. We met again at the IAFSM conference in Atlanta about six weeks later. At the IAFSM conference, Palmer mentioned they had already started to test the VR capabilities in-house.

“Based on the VRARA presentation we bought a VR headset," he said. "We have been testing the VR software and showing our bosses how the scans look in VR. Everyone is beyond impressed with it. We are going to work with the Forensic Coordinator ADA from our DA’s office to determine if or how this could be shown in court.”

Looking forward, we are witnessing the emerging of a medium that could change the way we communicate, especially how we communicate about places and scenes, and anything related to spatial and 3-D information. It’s not a matter of if but "when," as the technology continues to mature and becomes mainstream, people will eventually demand that VR be used in every courtroom.

References:
1. Witmer, B. G., & Singer, M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and virtual environments, 7(3), 225-240.

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VRARA joins VR First, Intel, HTC Vive, LeapMotion to Launch World’s First VR Bundle for Innovation and Research

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VRARA Members benefit in the following ways:

VRARA Individual, University, Non-profit members get:

  1. Free access to 50 VR First labs worldwide as a developer

VRARA University members get:

  1. Application to Lab Seed Support program through VR First

Company members:

VR First will offer the below services offering 30% discount for annual in-kind commitment to VRARA members that wants to become VR First:

  1. Adding your product/service into VR First Bundle for Innovation and Research to bring bulk sales opportunities through academic channel
  2. Academic/educational and science parks global outreach with more than 10000 institutions
  3. Direct cooperation with VR First labs for marketing use of VR/AR content/projects created
  4. Branding in VR First website, online and social media announcements globally
  5. Branding inside VR First labs and events locally

 

VR First, the global initiative for enabling VR/AR innovation, along with a team of VR/AR industry leaders, announced the launch of the world’s first VR Academic Purpose bundle, consisting of hardware, services and support/mentorship by key industry organizations, designed for academic research, development and innovation purposes. The bundle will allow academic institutions and science parks to engage with immersive technologies and grow their VR/AR labs.

VR First’s Academic Purpose VR Bundle

VR First’s Academic Purpose VR Bundle is being made available in partnership with Intel, HTC Vive, Leap Motion, CDWG, Futuremark, MixCast, SpringboardVR and Senses Global. Created to lower entry barriers for students, developers, entrepreneurs and researchers to access the latest VR/AR technologies, the bundle includes:

  • HTC Vive’s VR headset with accessories such as the Vive Deluxe Audio Strap and Vive Tracker, as well as education-related content through the Viveport store;
  • Intel Core i7: VR Ready PCs powered by Intel Core i7 processors to deliver the best experience and performance for VR content creation and development;
  • Leap Motion hand tracking technology directly attached to VR/AR headsets;
  • VRMark Professional Edition benchmarking software for VR performance from Futuremark;
  • MixCast by Blueprint Reality, which enables blending of real people with virtual worlds to create compelling 2D content from VR applications in real-time;
  • SpringboardVR’s VR management software for automating storage, distribution and launch of VR Content;
  • The Academic Bundle catalogue of procurement and logistics services by international technology solutions provider CDWG;
  • Access to technology solutions & services in VR, AR, Human Augmentation and Smart Robots by Senses Global;
  • Access to VR First’s extensive network of industry partners for expertise insight on building powerful communities equipped with cutting edge technology and knowledge.

The Academic VR Bundle is now available through VR First as part of its Regional Growth Services program. VR First is inviting all academic institutions, science parks and innovation centers to join and learn about special bundle rates and opportunities available through VR First’s industry network.

Starting early 2018, we will add further hardware devices and software solutions to the academic bundle. By that, VR First also expands the addressable market for partners through global academic and developer reach,” said Ferhan Ozkan, CEO of VR FirstMore details are available at VR First’s website.

“Education and academia are pushing the forefront of what’s possible in VR today,” said Daniel O’Brien, GM US, Vive. VR First has created a bundle of hardware and software that serves academic needs, educational requirements and increases the accessibility HTC Vive globally. We are happy to support their efforts to bring VR to more educational institutions.”

“As the core innovators of technology, Intel is constantly working on new ways to incentivize VR/AR development on a global scale. It is only right that we cooperate with VR First, IEEE and other industry and network partners to strengthen early adoption and reiterate our shared commitment to the democratization of VR/AR innovation,” said Frank Soqui, General Manager for VR and Gaming at Intel.

VR First’s Regional Growth Services

The new Academic Purpose VR bundle is a key component of VR First's Regional Growth Services that include renovation of existing facilities or end-to-end solutions for establishing new VR/AR facilities, as well as training, mentorship and crowd-based online competitions.

As an enabling organization, VR First provides not only expertise but also access to the VR/AR industry and community network on a global scale. This network access is essential to the development of regional strategies and industry vertical clusters centered around these growing facilities.

Democratization Effort Grows with Support from IEEE, E&I, IASP, IGDA, SMARTlab-IDRC, VRARA and WBAF

In this regard, mutual partnerships have been initiated between VR First and global network partners who share the vision of democratizing VR/AR innovation. They include IEEE (the largest technical professional organization in the world with more than 423,000 members in 160 countries), E&I (Cooperative of Higher Education Institutions in the US with 4,100 members), IASP (International Association of Science Park and Areas of Innovation covering close to 400 members in 77 countries), IGDA (The International Game Developers Association with 12,000 members), SMARTlab-IDRC (global research institute for social change based on innovation), WBAF (World Business Angels Investment Forum with 267 angel networks and investors from 52 countries), and VRARA (the VR/AR Association with 51 chapters in 24 countries and 3,900 companies).

For more information on VR First and its services, please visit www.vrfirst.com.

VR and AR Revenues to Reach $79 Billion by 2021 (new report)

Subscribe to ARtillry Insights to access the full report.

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How big are AR & VR and how big will they realistically get? ARtillry Intelligence ventured to quantify these sectors' revenue opportunity and the result is its latest industry revenue forecast.

And the Verdict? Global AR & VR revenues will grow from $4.1 billion in 2016 to $79 billion by 2021. This includes AR, VR and the enterprise and consumer segments of each. It mostly consists of hardware and software sales (see inclusions and exclusions below).

As for a breakdown of the major sub-sectors of the XR spectrum, consumer VR leads all categories today but will be quickly eclipsed by enterprise AR. Enterprise's leading stake has a lot to do with clear ROI for enterprise buyers, and a form factor that supports all-day use.

See the rest of the breakdowns below, and read about report's methodology here. You can also see our video companion below for additional narrative about revenue drivers and dynamics. To access the full report, subscribe to ARtillry Insights.

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Key Takeaways

Global AR & VR revenues will grow from $4.1 billion in 2016 to $79 billion by 2021.

Enterprise AR will grow from $829 million in 2016 to $47.7 billion in 2021. It’s the fastest growing segment of AR & VR revenues and the largest revenue segment in 2021. Scale will result from wide applicability across enterprise verticals; and a form factor that supports all-day use and clear ROI (e.g. manufacturing efficiencies). Near-term revenues will be hardware-dominant as it’s usually the first step in enterprise tech adoption. Hardware growth creates an installed base for software, which will dominate enterprise AR in outer years. Enterprise hardware adoption will also mature as it’s established in the enterprise, with replacement cycles outpaced by software refresh rates.

Consumer AR will grow from $975 million in 2016 to $15.8 billion in 2021. Until the 2020 introduction of Apple’s smart glasses, it will be dominated by the mobile form factor. Revenues will be software-dominant during that time (mobile devices aren’t counted in this forecast), and include app revenues such as in-app purchases. Much of this will evolve from the business model validated by Pokémon Go which drove most of 2016's consumer AR revenues. Niantic will also find success in its follow-up game to Pokémon Go, with architecture and game mechanics re-skinned to a Harry Potter theme. Consumer AR will hit an inflection point – and shift share towards hardware revenue – starting in 2020 as consumer-gear smart glasses finally arrive. Meanwhile, the development work put into mobile AR apps will be a training ground for an eventual glasses-dominant era.

Enterprise VR will grow from $665 million in 2016 to $4.4 billion in 2021. Though strong in its own right (46% CAGR), it will hold the smallest share of AR & VR revenues among the sub-sectors measured in this forecast. VR will be stronger as a consumer play (see below), while AR is stronger in the enterprise (see above). The latter dynamic stems from VR’s inherent isolation, which inhibits some job functions and share of time per working day. Like AR, VR’s near term enterprise revenue will be hardware-dominant as it’s the first step to tech adoption. That installed base will pave the way for enterprise VR software revenues to grow and overtake enterprise VR hardware revenues by 2019.

Consumer VR will grow from $1.6 billion in 2016 to $11.5 billion in 2021. Like enterprise VR, it will be hardware-dominant in early years as its installed base is established. Over time, software (in this case, games and apps) will eclipse hardware revenues with a faster refresh cycle. A greater installed base of hardware will also incentivize VR content creators to invest in long-form content, resulting in more robust VR content libraries and greater software spending per user (ARPU). Price competition among VR headset manufacturers (e.g. Oculus, Sony, Samsung) will also be a big consumer adoption driver. Oculus Go, at a $199 price point, will hit a sweet spot for quality and affordability, and will drive mainstream VR adoption and education starting in 2018. Oculus – with the advantage of Facebook-backing – has the flexibility to apply loss-leader pricing in order to trade margins for market share. That will give it a strong competitive position versus players that are dependent on hardware revenue (i.e. HTC, Samsung).

Subscribe to ARtillry Insights to access the full report.

What the hell is VR/AR and why should I care? Daily Hive article by VRARA Vancouver President Dan Burgar

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Original article posted on Daily Hive

Imagine receiving information about the world around you just by looking at it.

You walk by a restaurant and browse the menu without stepping inside, try on a sweater without going into the store, or follow directions to a new destination without having to look at your phone.

Now let’s take it one step further.

Imagine walking through your new apartment before it has even been built, exploring a foreign city without leaving your living room, or practicing open heart surgery without the risk of endangering someone’s life.

Sound crazy? This is the future that VR/AR technology promises and it’s not that far away.

In fact, a lot of it is happening right now.

By the end of 2017, roughly $1.6 billion USD will have been invested into the advancement of VR and AR technology.

And Vancouver is playing no small role in this development. Our city has become a top tech hub with upwards of 130 VR/AR companies exploring everything from gaming and filmmaking to architecture and enterprise solutions.

Read the full article here

Bay Area: Join Us For VR/AR Year-End Roundtable (12/08)

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What a year it's been for VR & AR. As we enter 2018, VR/AR Association SF is assembling the best minds for a mega panel on the industry's biggest challenges and opportunities.

join us in San Francisco on Wednesday December 6 for an evening of networking, food & drinks and elite speakers from VRARA's SF member base (additional details here).

There will be much to discuss and define as we enter the new year: What did we learn in 2017? What does 2018 have in store? And what does it mean for you? 

Act fast because this will be a smaller and more intimate gathering than our normal event series. VRARA members interested in speaking, please contact us.

Register here. VRARA members choose the "member" option at checkout.

Report from "Futureland 2017" VR AR Event in Italy

By JoinPad and Kris Kolo

Last week VRARA staff and members took part at one of the most exciting VR AR events in Italy. 

The event was full of keynotes, panels and workshops from the most influent professionals of AR | VR | AI | Robotics scene, both Italian and international. This posed as a great chance to look around and put the hands on the newest technologies and approaches, as the venue was full of companies and startups showcasing their products, both Software and Hardware.

The affluence to the event was incredible, a lot of people flooded the hall costantly throughout all the duration of the event, there were mostly professional looking for solutions to innovate their business, as it was the event’s topic, but we also met tech-enthusiasts and developers among the crowd.

The event was a success from all the points of view, and everyone who tried our products and demos was really impressed about how Augmented Reality technology can really simplify work operations like maintenance, training and remote support.

Kris Kolo, VRARA Global Executive Director

Kris gave a keynote speaking about the ecosystem. VRARA has over 3900 companies registered and it's almost a 50/50 ratio of VR to AR companies, many of which do both, VR and AR. 

Mauro Rubin, VRARA Italy Chapter, describing the Future Smart Factory

Among the vast number of speakers, Mauro Rubin, JoinPad CEO, went onstage to describe the Smart Factory of the Future, from the perspective of a company actively working to bring enterprises in the future through Augmented Reality. He described 2017 as the year of AR, pointing out that the innovation is coming by the application of this technology in the enterprise sector, where it can provide the most tangible added values.

During the presentation Mauro explored the topic through a series of industrial use cases where Augmented Reality has been applied. Each use case explained a different approach to the implementation of AR into enterprise operations to help different industrial sectors leverage the potential of their workforce, enhancing the perception of employees in the work-field.

This exploration covered a wide range of opportunities given by AR to enable the interaction between the user and his working environment, from the interaction with IoT connected machines to Artificial Intelligence and complex systems. This served as a starting point to understand how an AR platform can transform a normal factory into a Future Smart Factory.

The italian and international AR/VR scene at Futureland

At the show were present several companies, each one with a different focus but all aimed to create new business opportunities, from training VR applications to collaborative and smart Robotics. Looking from the inside we believe that the AR/VR/AI/Robotics ecosystem in Italy is still affirming, but we’re pleased to see that a lot of new players decided to become involved in this new fields.

During the exhibition, JoinPad CTO, Giuseppe Audino, was called to join the jury of a Call for Ideas promoted by PwC Italy, the competition wasn’t focused only on Augmented Reality, but in all the four themes of the event. Lot of interesting projects from italian startups and independent developers were submitted to evaluation, but just five gained the opportunity to end up in front of the jury, that judged Metaliquid solution as the best project running for the contest. This was a good signal of how fast this ecosystem is evolving in our country, gaining everyday more popularity and widespread, with ever increasing attention from big companies that more now than ever recognize the value of new technologies and seek for new projects to foster under their wings.

As an expert in Augmented Reality and Interaction Design, Agnese Ragucci, JoinPad designer&developer, described the trail of Augmented Reality Games in a timeline retracing their evolution through technologies, devices and examples. Starting from the early 00’s she narrated the history of this kind of games, focusing on the most important titles and the technology involved in their usage. She also described how certain strategies and techniques were employed to encourage the mass-adoption of AR technology, and then determined the success of some of the most played AR Games.

The second part of the speech was dedicated to forecasts and insights about the future of both AR and Gaming, describing how they are evolving in parallel to deliver ever more immersive experiences to the player, using technologies as Context Computing, Artificial Intelligence and new devices available on the market. The speaking session received a lot of attention, especially because is a fact that gaming is one of the driver of AR massification.

Partners, Meetups & Side Events

Our business partner, Ginwa, joined the event as speaker. Ivan Cui, president of iGinwa, the technological division of the corporate, discussed about the AR/VR scene in the eastern market, exploring topics such as hardware production, startups and investments. He also pointed out that the ecosystem in China is in its early stage, encouraging western startups to jump in and blend with the local ecosystem of investors and accelerators.

Peggy Yuan, Senior Investment and Program Manager of HTC Vive X Accelerator in Beijing, met the local VR and AR developers in a closed-door meetup, seeking for interesting startups to begin a conversation with, but also giving advices about the HTC acceleration program. She went in contact with several enterpreneurs and enthusiast, giving hints and insights about HTC latest products and platforms, and showcasing different startups under the Vive X Accelerator.

As supporting partners we were in charge of different internal meetups and side events. Through the VRARA, Google Engineer Piotr Praczyk, from the ARCore development team, were invited for an in-depth analysis of Google newest AR technology, generating a lot of interest in the more technical audience of the event, with a lot of developers participating to test demos and ask questions to the professional.

We also held a meetup with the VRARA to create a conversation among different Chapter Presidents, with Mauro Rubin representing the Milan’s Chapter of the Association, helping both newborn companies and well-established ones to understand the possibilities of the VRARA to leverage their businesses.

At the Meetup there were present, beside Mauro, three other representatives of the association: Kris Kolo – VRARA Global Executive Director, Miki Levy – Tel Aviv Chapter President and Thomas Fickert – Munich Chapter President.

If you need more information about getting involved with VRARA, contact us.

The 2018 event

We’re looking forward to join the next year’s edition, as already said this year’s event has been a success in all of its parts, both from the commercial side of the exhibition to the more eye-opening side of keynotes, panels and workshops.

Eagerly waiting for the next year’s event, we want to thank anyone who joined us in this beautiful experience, with a particular thank to Talent Garden Italy, for the flawless organization and Marcello Merlo as the curator of the event.

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Job Posting: Assistant Professor of Visual Arts, Animation at University of Maryland, Baltimore County (UMBC)

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The University of Maryland, Baltimore County (UMBC) Department of Visual Arts seeks applications from creative, actively practicing animators/artists with expertise in 3D computer, virtual/augmented reality, interactive, alternative, and/or hybrid forms of animation. Applicants must possess a terminal degree in animation or related art field and have the ability to teach a range of courses within an innovative curriculum that merges traditional approaches with new technologies. The course content should instill strong conceptual, theoretical, and historical background to the subject.

Animation has a central position in a premier, research-intensive department with 350 undergraduate and 16 graduate students and 23 full-time faculty. We offer B.F.A. and B.A. degrees in: Animation, Cinematic Arts, Graphic Design, Intermedia, Photography, and Print Media, a B.A. in Art History and Museum Studies, and an M.F.A. in Intermedia and Digital Arts. Research and creative endeavors of Animation faculty center on interdisciplinary aspects of digital and time-based art forms, incorporating these evolving technologies into the educational process for realizing creative applications, ideas, and concepts.  Both the department and UMBC are committed to, and supportive of, quality faculty research and creative activities.

Our faculty play a major role in preparing the next generation of diverse, professional workforce in the field of animation. The successful candidate must be committed to excellence in teaching, research, and service. The applicant must demonstrate: (1) an established record of scholarly and/or artistic achievement in animation relative to rank; (2) previous university-level teaching experience; (3) the ability to teach all levels of 3D computer animation; (4) experience in 2D computer animation, gaming, and/or hybrid forms is a plus; (5) an interest in mentoring and/ or teaching M.F.A. graduate students in the department’s Intermedia & Digital Arts program. The course load assignment is four courses per year.

Diversity is a core value of the university and of our department. We believe that innovation and creativity are enhanced when diverse groups of people come together to learn. UMBC is committed to inclusive excellence and is especially proud of the diversity of its 14,000 undergraduate and graduate students. We are equally committed to increasing faculty diversity by attracting a diverse applicant pool for this position. Information on faculty diversity initiatives is available at http://facultydiversity.umbc.edu.We encourage applications from women, minority group members, veterans and individuals with disabilities. Resources to help balance work and personal priorities are available at http://hr.umbc.edu/work-life-balance/. Candidates that possess experience in, or a potential for, working with, teaching, or mentoring diverse students and/ or underserved populations are particularly encouraged to apply. Candidates are required to include a statement in the application packet on how meeting the learning needs of a diverse student population might alter course content of animation classes in pedagogically productive ways. Candidates will be selected on the basis of scholarly promise and the potential for building an equitable and diverse scholarly environment in teaching, mentoring, research and service.

UMBC is a fast-growing public research university ranked by the Carnegie Foundation as a ‘Research University - High Research Activity.’ We are situated 15 minutes from Baltimore along the dynamic North East Corridor. This puts us in proximity to federal and private research and technology hubs and internationally renowned art and cultural institutions of Washington, Baltimore, Philadelphia and New York. Undergraduate admission is competitive.

This tenure track, nine-month, full time appointment begins August 2018. Salary is commensurate with qualifications and experience. Preference will be given to applications received by January 19, 2018. Please upload: (1) samples of animation work and research; (2) CV; (3) cover letter describing teaching interests and philosophy, and research interests; (4) a statement about your experience in, or commitment to, fostering inclusive excellence and diversity in teaching, mentoring, research, life experiences or service; (5) three letters of reference via Interfolio ( http://apply.interfolio.com/45984 ). For information about the Department of Visual Arts, please visit our website at http://art.umbc.edu; for questions about this position contact department chair Preminda Jacob at (410) 455-2150. Screening of applications will begin January 22, 2018 and will continue until the position is filled. UMBC is an Equal Opportunity/ Affirmative Action Employer.

Call for Speakers & Sponsors for the Biggest VR AR Online Event

See updated info posted here

Conference is Jan 15-25, 2018

 
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The Biggest VR AR Online Event

Jan 15 to 25 2018     3pm EST; 8pm GMT; 9am NZT

1200+ attending live

50+ Speakers

10 symposiums (tracks): Education, Enterprise, Training, Storytelling, Retail, AEC, Marketing, Advertising, WebVR, Arcades/LBE/Haptics

If you want to speak or sponsor email info@thevrara.com

To attend (it's free!) register here

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The VR/AR Association's Industry Committees are hosting the below online symposiums (tracks) with video presentations, demos, and live Q&A. Attend to learn about best practices, examples, and ROI.

As an example, see our last online event by playing the video below. 

PROGRAM

VR & AR in Storytelling (Jan 15 3pm EST)

To attend this symposium, register here

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See a preview of presentations here

 

VR & AR in Education (Jan 16 3pm EST)

To attend this symposium, register here

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Read more about the Education Committee here

 

VR & AR in Training (Jan 17 3pm EST)

To attend this symposium, register here

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Read more about the Training Committee here

 

VR & AR in Retail (Jan 18 3pm EST)

To attend this symposium, register here

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VR  & AR in Marketing (Jan 22 3pm EST)

To attend this symposium, register here

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VR & AR in Arcades, LBS, Haptics (being scheduled) 

  1. Todd Fuchs, The Holodeck
  2. Robin Alter, Ultrahaptics

 

VR & AR in Enterprise (Jan 24 3pm EST)

To attend this symposium, register here 

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VR & AR in Architecture AEC (being scheduled)

  1. Anton Dy Buncio, VIATechnik
  2. Alex Coulombe, Agile Lens
  3. Polley Wong, Briana Earl VIU.SPACE

 

VR & AR in WebVR and WebAR (Jan 25 3pm EST) 

To attend this symposium, register here

  1. Shivang Shekhar, Mozilla
  2. Richard Petrich/Korbinian Würl, Involvr
  3. Weidong Yang, Kineviz

 

Visit our sponsors' websites: ThirdEyeAtheer, Kaon Interactive, YouAreHereOrder66 Labs, aisle411

 

 

Watch the Recording of our Symposium: VR & AR in Healthcare

The VR/AR Association Healthcare Committee has produced this online event that was attended live by 500 doctors, specialists, and executives from around the world.  

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ETSI, VRARA to work together on Virtual and Augmented Reality for 5G

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Join our 5G Networks Industry Committee here

European ICT standards body ETSI and the global VR/AR Association (VRARA) have signed a letter of intent to collaborate on interactive VR and AR technologies delivered over emerging 5G networks and hosted on Multi-access Edge Computing (MEC) sites. The partnership is designed to encourage common member companies to pursue VR/AR-focused use cases and requirements for ETSI MEC Phase 2 with a view to ensuring that the resulting specifications address the needs of the sector.

VRARA will also support adoption of ETSI MEC work as appropriate and highlight benefits of Edge computing to VR/AR solution developers, said the partners in a statement.

Virtual and Augmented Reality technology holds the promise to fundamentally transform how people interact with and experience the physical world, how they are entertained, and how services are delivered to them.” states Alex Reznik, ETSI MEC chairman. “We are at the cusp of this transformation, and, yet, it cannot happen unless the networks that will have to support these applications can deliver the required performance, e.g. latency on the order of several milliseconds. Edge computing is necessary to deliver such performance; while mobile networks, which today already provide pervasive global connectivity, are likely to continue occupying this central role.

The partnership between ETSI, the home of the world’s leading Multi-access Edge Computing standardization activity and VRARA, the world leading industry association representing the Virtual and Augmented reality industry recognizes the need to bring the two communities together. This cooperation will encourage common member companies to pursue VR/AR focused use cases and requirements for ETSI MEC Phase 2 so as to ensure that the resulting specifications address the needs of this key industry sector. VRARA will support adoption of ETSI MEC work as appropriate and highlight benefits of Edge computing to VR/AR solution developers.

In a recent research report we’ve published, we learnt that enterprise AR & VR have more receptive buyers than consumer markets, due to a strong ROI case.” says Kris Kolo, Executive Director of the VR/AR Association. “Working closely with ETSI which expertise lays in all ITC related sectors makes sense. We’re really excited to start this collaboration with their MEC group.

About VRARA
The VR/AR Association (VRARA) is an international organization designed to foster collaboration between innovative companies and people in the virtual reality and augmented reality ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.

For more information please visit: www.thevrara.com

About ETSI
ETSI produces globally-applicable standards for Information and Communications Technologies (ICT), including fixed, mobile, radio, aeronautical, broadcast and internet technologies and is officially recognized by the European Union as a European Standards Organization. ETSI is an independent, not-for-profit association whose more than 800 member companies and organizations, drawn from 68 countries across five continents worldwide, determine its work programme and participate directly in its work.

For more information please visit: www.etsi.org

Contact
Kris Kolo
Tel: +1 650 690 5361
Email: kris@thevrara.com

Claire Boyer
Tel: +33 (0)4 92 94 43 35
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Email: claire.boyer@etsi.org

Virtual Reality, the Next Generation of E-Learning in Schools

Co-Authors:  Kris Kolo, Harry Evry, Carlos J. Ochoa, Rachel Ralph, Derek Jacoby, Yvonne Coady, Craig Vezina, Alisher Farhadi, Ross Cohen

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This article was written by VR/AR Association's Education Committee and features examples from Association members. 

Thank you to our sponsor CingleVue.

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VR and AR technology is rapidly evolving and is beginning to impact many fields and industries.  VR has the potential to immerse audiences, capture attention and dramatically reveal and showcase crafts, skills, sciences and systems in very memorable ways.  It can transport students into real-world or simulated locations or simulated environments, and interactively test and record their skills and reactions in a wide range of situations.

VR and AR can be used to invite world-renowned experts into the classroom, and introduce exhibits and examples that might be otherwise too costly, rare, destructive or hazardous to actually bring into the academic environment.  Both technologies can be leveraged to overcome issues of risk, time and scale, allowing students to experience situations, processes and phenomena that might be difficult to perceive or observe in physical reality.       

Today, educators can provide experiential learning without ever having to leave the classroom. Companies like VReducation have built VR experiences that take the concept of ‘learn through experience’ seriously. The company, based in Waterford, Ireland, created an education platform called ENGAGE that gives students and teachers the ability to communicate in a safe, virtual environment. The system allows up to 30 users into an experience at a time and has virtual assets such as presenter tools, interactive whiteboards, and streaming media features to keep things focused. The company’s Apollo 11 VR experience has already won multiple awards, and the upcoming Titanic VR is set to debut later this year.

Example: Schell Games SuperChem VR

Schell Games is one of the largest independent game studios in the US, and it aims to bridge education and entertainment. With support from an IES SBIR grant, one of their experiences is called SuperChem VR, a VR chemistry lab that feels every bit as tactile as its real world sibling. Students can perform specific measurements, conduct real lab procedures, and get real-time assistance. SuperChem VR prototype currently runs on the HTC Vive to allow for maximum hand and body movements in the learning space. The high-quality hardware allows players to focus on realism and accuracy without sacrificing visual and gameplay quality.

 

Example: WebGuys VR E-Learning Platform

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WebGuyz provides educational experiences through VR AR. Currently, Webguyz is partnered with NYC Dept of Education, UFT, NYIT, and Jump into the Light as well as Cisco Netacad to make VR and MR accessible to public as well as private school students. WebGuyz has created VR/AR experiences and curricula that are fully aligned to the common core and NY State Regents Examinations. Students are learning animation development and web development for VR, along with VR cyber security training. With more and more opportunities being developed for e-learning, WebGuyz is excited to clearly see VR/AR at the forefront of experiential education.

 

Example: ONE Digital SmartEducationLabs

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SmartEducationLabs (SEL) is a platform for educational services from ONE Digital, which includes VR & AR. SEL is compatible with traditional, multimedia and smart classroom lessons, and is used as a complement and not as a substitute for current systems.  Some Schools in Emirates and Spain are already working with SEL.

In 2016, The Ministry of Education of Emirates, implemented a Learning Resources Centers (LRC) Program in schools. Every LRC is equipped with VR/AR devices. The software suite includes virtual learning worlds complement text and pictures with a 3D experience.

 

Example: Steven Bambury at the JESS Dubai School

Head of Digital Learning and Innovation at JESS Dubai, Steve Bambury, uses VR headsets for use across the curriculum and staff regularly harness applications like Nearpod, Google Expeditions and YouTube 360 to share content with students. JESS continues to pioneer and seek new opportunities, running pilot schemes for LifeLiqe in Science, Kubity in DT and ImmerseMe in the Modern Foreign Languages Department. Another key pilot scheme has been Timelooper, an amazing VR platform for learning about history that transports students back in time using a clever mix of re-enactments and digital effects. Timelooper is primarily being harnessed in Key Stage 4 with GCSE students but younger students have also been able to engage with some truly unique experiences such as the Year 6 students who travelled in time to experience The Blitz in WW2.

 

Example: RealCast VR History & Culture

Founded by pioneers from education, robotics and game production, RealCast is using VR AR to fundamentally transform our relationship with history and culture. Based out of Paris’ Station F (stationf.co), the company develops new forms of multi-user interaction in VR AR to create seamless interactions between historical characters, settings and artifacts so as to powerfully enhance users' understanding of bygone times.  Its first In Situ Experience (ISXP) use-case provides interactive AR experiences via HoloLens for medieval castles with leading international educators and scholars as content and storytelling advisors. In addition to high-level content, RealCast is also developing a platform which will serve as sort of "time machine" for developers to build their own VR AR content with the aim of bringing history alive in powerful and unprecedented ways.

 

Example: Transmersive VR AR Exhibits

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Transmersive Media and Exposition Online, Inc is developing linear, interactive and location-based VR AR exhibits and attractions.  Two such educational VR AR exhibits include NightLife and Windows on the Past developed in collaboration with Playground Media Group and Red Gypsy Animation for the Las Vegas Springs Preserve.  In NightLife, students and museum guests gaze out a large simulated window through mounted, swiveling, “Night Vision Goggles” searching for and capturing images of nocturnal desert wildlife.  Virtual expedition guides, appearing on a large monitor describe and explain the nature and unique habits of the various animals as they are virtually encountered.  

Windows on the Past employs AR technology to restore and bring to life the native inhabitants and culture of an ancient puebloan ruin.  Museum guests explore the reconstructed physical pueblo, then, gazing through augmented reality windows, they see the pueblo as it might have looked during its use and occupation many centuries before.  The current rapid accelerations in VR devices and technology have made it possible to economically deliver similar types of immersive learning experiences into every modern school and classroom.   

      

Example: QVirt VR Installations for Student Learning Center

The Center for Digital Media, Royal BC Museum, University of Victoria, and QVirt are developing installations for the soon to be opened Student Learning center in Victoria British Columbia.  In these early days of educational VR applications, it is critical to establish best practices for exploring quantitative and qualitative data revealing the subtle relationship between virtual experiences and learning.  We are building on previous research that explores quasi-experimental ways of measuring successful VR experiences through various knowledge pre- and post-tests for measuring content knowledge [1, 2]. We are combining these with surveys to measure the VR experience in general [3]. Still other researchers have measured presence, immersion, and flow as a way of understanding immersion and interaction, which can lead to learning [4, 5]. There are several survey questionnaires that have been developed and validated that would be appropriate for measuring learning, such as the Presence Questionnaire and the Immersion Tendency Questionnaire [5, 6].

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Presence is described as a “psychological state of being there mediated by an environment that engages our senses, captures our attention, and fosters our active involvement” [5]. Immersion is also a psychological state and can be characterized as “perceiving oneself to enveloped by, included in, and interacting with an environment that provides a continuous stream of stimuli and experiences” [5].  Flow is a state where “people feel involved in meaningful actions, maintain a sense of control and stay focused on a goal” [4]. The flow experience “seems to occur only when a person is actively engaged in some form of clearly specified interaction with the environment” [6]. Similar to presence and immersion, flow is focuses on active engagement within an environment. For example, Bressler and Bodzin [4] used a short flow state scale to measure flow in a post-survey with students.

References:

1.      Chen, C.-T., Development and evaluation of senior high school courses on emerging technology: A case study of a course on virtual reality. Turkish Online Journal of Educational Technology - TOJET, 2012. 11(1): p. 46-59.

2.      Hauptman, H., Enhancement of spatial thinking with virtual spaces 1.0. Computers & Education, 2010. 54(1): p. 123-135.

3.      Tcha-Tokey, K., et al., Propostion and validation of a questionnaire to measure the user experience in immersive virtual environments. The International Journal of Virtual Reality, 2016. 16(1): p. 33-48.

4.      Bressler, D.M. and A.M. Bodzin, A Mixed Methods Assessment of Students' Flow Experiences during a Mobile Augmented Reality Science Game. Journal of Computer Assisted Learning, 2013. 29(6): p. 505-517.

5.      Witmer, B.G., C.J. Jerome, and M.J. Singer, The factor structure of the presence questionnaire. Presence: Teleoperators and Virtual Environments, 2005. 14(3): p. 298-312.

6.      Witmer, B.G. and M.J. Singer, Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments, 1998. 7(3): p. 225-240.

7.      Csikszentmihalyi, M., Flow: The psychology of optimal experience. 1990, New York, NY: Harper and Row.

8. Developing Cyberspace, 2017, Harry J. Evry

9.         Carlos J. Ochoa Fernandez. Virtual and Augmented Reality in Education. Are we ready for disruptive innovation in Education?. 2016. ICERI (9th International Conference in Education, Research and Innovation). Pages: 2013-2022, ISBN: 978-84-617-5895-, ISSN: 2340-1095

VRARA Criminal Justice Committee Presents at IAFSM

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Atlanta, Georgia – VRARA Criminal Justice Committee (CJC) recently presented two sessions at the 4th Annual International Educational Conference held at the Hyatt Regency Downtown Atlanta (October 31, 2017- November 3, 2017).  The theme of this year’s conference was titled “Principled Data: From Crime Scene to Court”.  The International Association of Forensic & Security Metrology aka “IAFSM” comprises experts from a wide variety of backgrounds including law enforcement, military, engineering investigations, accident reconstruction and security professionals whose common element is the use and/or development of high-precision metrological systems.

Virtual Reality received a lot of attention this year in addition to presentations on cutting edge equipment, techniques and case studies to conclude a very successful event. Committee member and IAFSM Past-President, Eugene Liscio of ai2-3D stated, “I am very pleased with this year’s conference and the response from our meeting attendees on the use of VR/AR in the Criminal Justice system.  I believe most attendees saw a large potential for VR during the investigative process”.  

For information on the committee or future events, please email us at: info@thevrara.com.

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FactualVR Principal and VRARA CJC Co-chair Eduardo Neeter covering current and future applications of Virtual Reality for Crime Scene Investigation.

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VRARA CJC Co-chair Rory Wells, Esq. presenting on legal obstacles for VR to overcome before acceptance by the courts.  

AR & The Future: Enterprises & Backrooms (Online Class)

VR/AR Association members, contact us for a discount code to attend

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Immersive technologies hold lots of potential to streamline business operations -- both corporate and "heavier," fare like manufacturing. But the opportunity hinges on professional development and education, as shown in the VR/AR Association's many webinars and symposiums.

In that same spirit, Shel Israel's Transformation Group has launched a series of live online classes. Known as AR & the Future, they will help professionals understand how immersive technology will change all business sectors. VRARA has partnered with TG, meaning discount codes for you.

The next class is coming up on November 28th. Entitled AR & The Future, Enterprises & Backrooms, it will zero in on how AR will unlock functionality and value in backroom operations.

More details are below and VRARA members can contact us to receive a discount code. We hope you'll join us on the 28th.  


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AR & the Future: Enterprises and Backrooms

Nov. 28, 2017 10:00 AM to 12 pm Pacific Time

Summary: Even though media attention focuses mostly on immersive technology in consumer-facing business, a great deal of the adoption and ROI is happening within enterprises and in the backrooms of retail organizations. The gains are being realized in logistics, safety, training and efficiency. Rather than zapping aliens, these applications improve profitability, morale and communication effectiveness.

Shel Israel, Transformation Group CEO & co-author of The Fourth Transformation: How Augmented Reality and Artificial Intelligence Will Change Everything will present an overview of how AR is changing the enterprise, where the costs and limitations of devices seem far less relevant to miners and oil rig workers than they do to shoppers and gamers.

He will explore use cases most relevant to the enterprise and backrooms of retail operations.

This session will include a guest presentation by Wolfgang Stelzle, founder and CEO of RE’FLEKT, a Munich-based startup working with Daimler, Porche, Bosch, Seepex and Microsoft. He will explain how the basic application of converting user manuals into AR-based instructions will save billions of dollars while making customers happier and more successful.

The class is designed for managers and professionals who want to use AR to bolster their companies and careers. Attendees will develop knowledge they can use to start their own AR efforts while educating and motivating others.

Investing in VR/AR: What are VCs Saying and Doing? (new report)

Subscribe to Monthly Research Reports here.

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Investors are excited about AR and VR, just like most of the tech world is. But they see things through a different lens. Given risk profiles and often-higher stakes than other entities in the AR and VR landscape, they have additional layers of insight and consideration.

So ARtillry Intelligence ventured (excuse the pun) to capture that perspective in a new report. It spent much of the last year talking to investors, and attending industry events where top investors speak. The result is a collection of insights, synthesized into a categorized narrative.

Where do AR and VR investors see the biggest opportunities? What are their investment theses? What factors signal strong financial upside? What do they look for in a pitch? Finally, what can the rest of us take away from those insights in order to choose the right paths in AR and VR sectors?

These questions are tackled throughout the report, and the key takeaways can be seen below. Topics include enterprise versus consumer approaches; high-end AR and VR versus more rudimentary (but scalable) mobile formats; and strategies around content.

Investors we’ve spoken to have lots to say on these topics that will steer the course of AR and VR. Their credibility is stronger than many other industry voices, given not only unique vantage points mentioned above but another key factor: They’re putting money where their mouths are.

Check out the report’s key takeaways below, and subscribe here to get the entire thing. Meanwhile, stay tuned for more excerpts and insights on this topic.


Smart Money: Insights From AR & VR Investors

Key Takeaways

AR & VR have elicited considerable investor excitement and projections of smartphone-sized transformation.
— We’ve witnessed a rise in AR and VR-focused investment firms (Presence Capital, The Venture Reality Fund, Super Ventures), and corporate VC firms (Comcast Ventures, Qualcomm Ventures, Intel Capital, Lenovo Capital).

More than $4 billion in venture funding has been invested in AR & VR companies since 2012.
— Magic Leap alone has received $2 billion, which should signal caution, but we believe funding dispersion will even out.
— AR companies have received the most funding, followed by consumer VR, enterprise VR, and VR games.

Underlying tech has received the most funding recently, followed by video content, games and peripherals.
— In this relatively early phase, building blocks hold a large opportunity, including haptics, processing and inputs.
— All parts of AR & VR’s collective spec sheet are underdeveloped, creating opportunities across the board.

Addressable market is a big investment criteria, and is currently diminished by consumer VR’s small base.
— Consumer hardware ubiquity is marked by 100 million units. VR headset penetration is currently 17 million units.
— Until consumer VR reaches ubiquity, enterprise and mobile AR hold nearer-term opportunities for scale.

Mobile AR’s benefits include volume penetration, portability, all-day access and frequency of use.
— ARkit and ARCore create 505 million AR-compatible smartphones today, increasing to 4.3 billion by 2020.
— ARCore is advantaged by a lower-friction web AR approach. ARkit is advantaged by more structured revenue models.

Enterprise AR & VR have more receptive buyers than consumer markets, due to a strong ROI case.
— Enterprise AR & VR can benefit from the unit economics of SaaS pricing/packaging.
— Successful enterprise execution is often found in entrepreneurs with vertical or industrial knowledge.
— Knowledge of enterprise software dynamics and business processes (in addition to VR/AR) is a winning formula.
— Warning signs of enterprise approaches include lack of customer diversification or recurring revenue potential.

AR & VR content companies can be risk prone, and don’t often see venture-sized returns or exits.
— There can be longer-term value and recurring revenue outside of content itself, such as merchandising.
— Broadcast-focused AR & VR companies can tap into the sector’s scale and receptiveness to innovation.

Social is thought by many to be AR & VR’s eventual killer app, especially VR.
— Social functions can make games and apps more multidimensional, with greater appeal for repeat usage.
— Social can also amplify growth potential through viral marketing dynamics and network effect.

After product, market and other aspects of business models are optimized, pitch tactics must equally be refined.
— The art of pitching investors includes proper selection, “networking in,” and streamlined talking points.
— Key tactics are specificity, quantitative-focus (unit economics, market size, etc.) brevity, and humility.

The consumer VR sector is experiencing a shakeout, meaning deceleration of new investments and a funding crunch.
— This will impact existing players who will compete for a finite supply of follow-up investment rounds.
— New entrants should model out spending levels, cash and the macro environment.
— All players should build conservative to aggressive forecasting ranges and operate lean.

VR Advertising Delivers Highly Memorable Brand Experiences, According to New YuMe Study

The full study can be found here

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Pre-roll Video Ads Yield Highest Levels of Brand Recall in YuMe Consumer Study on VR Advertising With Key Partners Isobar, RLTY CHK and RetinadVR

Redwood City, CA – October 19, 2017 – YuMe, Inc. (NYSE: YUME), a proven partner for video advertising leadership and innovation, in partnership with Isobar, a global digital agency; RLTY CHK, an immersive entertainment studio; and RetinadVR, the leading immersive media analytics platform, today released the results of a new virtual reality (VR) in-game advertising study. The study compared consumer responses to three forms of VR advertising — a pre-roll video ad, brand logos present in-game and 3D branded objects inserted into interactive game play. The findings revealed that, overall, VR advertising is highly memorable with 70% aided recall across all ad formats. The highest levels of brand recall occurred with the pre-roll video ad, which achieved 90% aided recall on the day the study was conducted.

As brands continue to identify the most impactful video advertising formats, the report also offers insights about which ad format elicits the strongest emotional response, identified through Isobar’s proprietary VR analytics and measurement platform. Isobar found that pre-roll video within a VR experience is associated with a stronger emotional response (both higher emotional arousal and more positive emotional valence). Generally, stronger emotional response levels make advertising more memorable, as is often evidenced by correlating with higher recall.

“We believe our study indicates that VR advertising is highly memorable in any format. It’s encouraging to see that a video ad, the most familiar and high-performing digital format, also delivers the highest rate of ad recall in the VR world,” said Mireya Arteaga, Research Lead, YuMe. “We believe immersive advertising is on the rise. Its ability to deliver a compelling branded-content message that is interactive, engaging and offers consumers the ability to own their ad experience is very attractive to today’s advertisers.”

Key takeaways from the study include:

  • VR advertising in-game is memorable across all ad formats studied (video ad, in-game logo, 3D interactive product placement)
    • 70% of respondents reported same-day aided recall
    • 26% of respondents reported seeing a brand in a virtual world is more memorable than a digital video ad
  • VR advertising in-game is less intrusive and well-integrated
    • 74% of respondents reported the virtual ad experience less intrusive than normal digital advertising
    • 69% of respondents reported the ad was well-integrated
  • Brand recall in VR gaming is high across all ad formats but only video maintains high ad recall the next day
    • Logos only:
      • Aided same day 67%
      • Aided next day 50%
    • Pre-roll only:
      • Aided same day 90%
      • Aided next day 86%
    • 3d object only:
      • Aided same day 50%
      • Aided next day 25%
  • Multiplayer VR games deliver high emotional engagement, that present advertising opportunities and challenges
    • Skin conductance measures show a level of emotional arousal three to four times higher than the average for 2D video content.
    • This presents both an opportunity and challenge for VR advertisers. To the degree that high emotional engagement can be transferred to the advertised brand, there is strong opportunity to deliver a memorable ad with high recall. The marketing challenge is getting the ad unit to be noticed within the context of highly engaging game play.

“We believe the strong emotional engagement of VR gaming provides a great context for placing advertisements,” said Jeremy Pincus, Ph.D., Vice President at Isobar. “We see strong emotional engagement in both the overall experience and during exposure to each of the ad units, as measured through multiple biometric channels, including brain waves, facial muscle contractions, skin conductance, and heart rate changes.”

“By combining our immersive VR game show format with strategically-placed ads, both players and brands can win,” said Nick Robinson, CEO, RLTY CHK. “VR enables marketers and developers to reimagine brand experiences, and the positive recall metrics show how effective VR can be in engaging audiences.”

Alexander Haque, CEO of Retinad Analytics added, “VR and AR, while nascent marketing platforms, can help brands effectively tell a story to their customers, helping them connect with their consumers and keep their name top-of-mind. This study demonstrates the potential effectiveness of in-game VR advertising and how brands should approach this medium.”

Additional insights from the VR advertising study can be found within YuMe’s report, companion video and infographic here. Learn more about Isobar’s measurement platform here. In addition, a free webinar on the research findings entitled, “Transforming a Virtual Ad Experience into a Real World Memory,” is scheduled for Tuesday, October 24 at 10 am PT. To RSVP, click here.

Study Background

In conducting the VR advertising study, a total of 54 participants based in San Francisco, California were recruited to play “Kiss or Kill,” an immersive VR game show created by RLTY CHK, with CPG advertising included in three formats: video, branded logo in-game insertions and 3D branded objects included in interactive game play. Participants were monitored during game-play by Isobar to collect key emotional response data. Immediately after the game, and again 24 hours later, participants were surveyed by YuMe to measure ad recall and understand consumer response to the various forms of VR advertising they were exposed to. RetinadVR audited and provided input to the survey methodology, study execution, and the data analysis.

About YuMe

YuMe is a proven partner for video advertising leadership and innovation. We provide superior brand solutions with data-driven audience insights that increase engagement and sales. YuMe’s programmatic, audience-based technologies and unrelenting service deliver a complete marketing solution to engage audiences wherever they interact with content that matches their needs and interests. YuMe is headquartered in Redwood City, California, with worldwide offices. For more information, visit www.YuMe.com, follow @YuMevideo or like YuMe on Facebook.

About RetinadVR

Retinad is the leading immersive media analytics platform, providing in-depth insights about audience, content performance and optimization. Their platform has been used by the likes of Google, Yahoo!, major brands and media agencies, to help test, measure and improve their experiences in the new medium.

 

Forward-Looking Statement

This press release contains forward-looking statements, including those in management quotations. In some cases, you can identify forward-looking statements by the words "may," "will," "expect," "intend," "plan," "objective," "anticipate," "believe," "estimate," "predict," "project," "potential," "continue" and "ongoing," or the negative of these terms, or other comparable terminology intended to identify statements about the future. All statements other than statements of historical fact are statements that could be forward-looking statements, including, but not limited to, statements about the impact and value of advertising in the context of virtual reality (including the different formats thereof), and the benefits derived therefrom; market trends; and quotations from management. These forward-looking statements are subject to risks and uncertainties, assumptions and other factors that could cause actual results and the timing of events to differ materially from future results that are expressed or implied in the forward-looking statements. These risks are discussed under "Risk Factors" in YuMe’s Quarterly Report on Form 10-Q for the quarter ended June 30, 2017 that has been filed with the U.S. Securities and Exchange Commission (the “SEC”), and in our future filings and reports with the SEC. The forward-looking statements in this press release are based on information available to YuMe as of the date hereof, and we assume no obligation to update any forward-looking statements.

Can Virtual Reality Bring Back the Arcade?

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Very quickly, I got tired of the giant creatures manifesting around me to electronic music.

I was in the midst of a “beginner” experience at Augment VR Arcade, a new virtual reality arcade embedded in Flash, a nightclub in Washington. While more interactive than a 3-D screensaver, it felt a bit limiting for a medium hailed as the new big technological breakthrough. The headset wires meant I had to be careful to not walk around too much: They literally jerked me back into reality when I got too far.

But the bigger problem was that it was, well, a little boring. I wanted the classic video game experience of shooting down alien ships or racing through the streets, even if I wasn’t particularly deft at it. So I selected an interactive rec room where I played a pirate battle game with other players around the world. Despite instructions, I couldn’t manage to find a weapon, let alone combat the onslaught of enemies. I died at least three times before my teammates refused to high-five me back to life in the game, forcing me to confront my own hubris.

Virtual reality arcades—a growing trend that, naturally, got its start in Asia—are an awful lot like the classic video game arcades of yore. Instead of quarters, consumers can use their credit cards to purchase access to a variety of games by the minute or time slot. Instead of going from machine to machine, you go from headset to headset to have a range of immersive virtual experiences, including games that let you shoot your way out of a zombie apocalypse (there are a lot of shooter games) or rock climb. Some even come with upgrades, like a driving experience with haptic motion or theater-quality sets with props and effects. 

More than an attempt to profit off nostalgia, the arcades act as an increasingly important entryway into a long-misunderstood medium. Though investments in augmented reality and virtual reality are projected to reach about $14 billionby the end of the year, VR has had a rocky start when it comes to finding its footing in a wider consumer market. The technology has wide-reaching implications—ranging from medical treatment to new ways of consuming news—but its biggest foothold so far is in the gaming world. Yet even in gaming, at-home VR is out of reach for most consumers. The kind of HTC Vive headset used in most arcades can run for nearly $600, which doesn’t even include a laptop powerful enough to run the content. Even the now “affordable” Oculus Rift headset is still almost $400 after a recent price drop. “The problem is it’s so expensive. The arcade is an access point,” says Wesley Taylor, who leads operations and experience at Augment VR Arcade.

The VR/AR Association, a group that represents more than 3,800 organizations worldwide, counts about 60 “VRcades” (a word I fervently hope won’t catch on) in the U.S. and at least 400 globally. Kris Kolo, the group’s global executive director, says most arcades are smaller independent organizations often run by hobbyists. Often located in areas with young people, such as major cities and college towns, virtual reality arcades have a business model similar to that of the classic arcade: Rent out cost-prohibitive technologies to curious consumers in a social space, get them coming back, watch the industry profit.

I died at least three times before my teammates refused to high-five me back to life in the game.

For instance, at Augment, where I encountered dancing monsters and the pirate battle game, consumers can pay $20 for a night of play and the chance to try out more than 30 different experiences, including laser shooting, street-fighting experiences, and some more passive scenarios for newbies like me. The space is equipped with four HTC Vive headsets attached to the ceiling with wires. Using a set of wireless controllers, users can point at a mounted monitor to both select games and move around.

While it might seem more complicated than mashing buttons and swiveling joysticks, the space evokes the kind of high-tech wonder that early gamers experienced at arcades.

Historically, “you got the best graphics, the best gaming experience in an arcade,” says Augment founder Mike Frye, who has been involved with gaming since he had to physically carry a desktop computer around for LAN parties. Locating the arcade inside the nightclub (Flash’s owner is a co-owner of the arcade) allowed him to avoid a large overhead for rental space, something he says he’s seen drive a lot of other arcades out of business.

If Augment Arcade is on the indie side of the spectrum, VR World—which at three floors touts itself as “the largest virtual reality center on this side of the planet”—is the height of a curated VR experience. Located in New York City near the Empire State Building, the space offers users over 50 different experiences ranging from documentaries to the popular Fruit Ninja game, a MOVEO 360-degree rotation simulator, and partnerships with different artists and musicians.

“It’s about showing the prowess of this technology as a storytelling medium, as something that has great ability to make the viewer become more of a protagonist in the story that is being told—give them more agency,” says Jessica Gray, VR World’s marketing director.

VR World may offer the attractions that a gamer looking for an arcade would want, but it doesn’t actually identify with the concept. Gray calls the setup, which encourages social interaction beyond the headsets and is curated in a way that guides users through different applications of VR, as “very much the antithesis of an arcade.”

The space evokes the kind of high-tech wonder that early gamers experienced at arcades.

She says the customer base has a “healthy split” gender-wise, and they’ve seen all ages trying out the technology. When I visited the location one recent late Friday afternoon, the crowd ranged from schoolchildren to adults in their 30s. Most customers had come in groups, many clearly first-time visitors. Each station had guides to help visitors get the best user experiences and walk them through the tech.

This isn’t the first time enthusiasts have proclaimed arcades as key to bringing VR into the mainstream. The technology made a brief cameo in arcades during the short-lived VR boom of the ’90s. In 1991, the now-dissolved manufacturing arm of the Virtuality Group introduced a set of games, including the then-revolutionary Dactyl Nightmare, in arcades across the country.

But as both the demand for arcades declined and enthusiasm for VR fizzled out, the company was sold and the games went defunct. Early VR gaming was both technologically brutish compared to the systems today and unable to find a gateway to the kind of consumer appeal that fueled video gaming. As quickly as they had hailed the medium as the next big thing, big-name investors like IBM dipped out.

While VR tech might be better than ever before, arcades now have to contend with a bigger challenge: a changing American way of life. The classic arcades, now a relic for museums and kitschy bars, came of age during a time of malls (mostly dead now), pre-internet socialization (massive multiplayer online games now allow you to play with users from around the world without putting on pants), and rising incomes (you get the picture). Their virtual reality predecessors are trying to break in at a time when users are inundated with entertainment options, many at the touch of a phone screen. Perhaps that’s why most seem to hedge their bets—offering other amenities like full-service bars and cultural experiences that can appeal to the nongamer crowd.

Of course, in bringing video games to the mainstream, the traditional arcade fed its own demise. Kolo isn’t so worried about that, though: “We still go to places to play pool because we want to play with other people.” Big entertainment companies like Imax, which is working on a line of VR arcadesand Disney(which incorporated VR into its recently shuttered DisneyQuest arcade) are risking history repeating itself. “We have a space you really can’t re-create at home,” says Gray. For instance, most casual home users probably aren’t inclined to invest the necessary money or space in the sensor tracking needed for a fully immersive VR experience.

VR arcades also offer the industry a space to work out other problems with the emerging technology. Kolo says the VR/AR Association committee on the subject discusses everything from how to work with creators to fairly license content to what is a responsible amount of time to allow customers to use equipment. (It should be noted that despite the billions being poured into the medium, the long-term health effects of virtual reality are still relatively unknown, something that might raise concerns when you’re targeting consumers as young as 7.)

The more immediate risk of VR is that you will look, well, ridiculous. While Gray was giving me a tour of the different experiences, I couldn’t help but notice a young man laughing at his friend as she tried to wobble down a straight line, her face gripped with fear and concentration. It was a strange sight, seeing the screen projecting the tightrope-walking game she was experiencing in immersion in a cartoonish 2-D projection. We were in the same space having radically different experiences. But once the headsets were one, at least we all looked ridiculous together.

Source

VRARA partners with Raconteur for the “Immersive Technologies” Special Report in The Times

For more info email info@thevrara.com 

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The VR/AR Association is pleased to announce that we will be the publishing partner with Raconteur on its “Immersive Technologies” special report, to be published in The Times and The Times iPad edition homepage on Wednesday 13 December 2017. Raconteur and The VRARA are working together to create an engaging 16-page report that will cut through the noise to educate global business leaders on how they can build immersive technologies into their core strategy and offering.

With a national circulation of 436,692 and an overall readership of 1.05 million, plus an additional 81,000 daily subscribers on the iPad edition, The Times is the leading business broadsheet newspaper in the UK, reaching a larger audience of C-suite executives than any other newspaper, including The Financial Times. The Times also has a strong global reputation and Raconteur’s Special Reports reach over 82,000 readers outside of the UK and 23, 000 in the US alone.

The special report will profile no more than seven leading companies in this space and Raconteur is looking to VRARA members to take part with discounted commercial options available. Email info@thevrara.com for more info. 

Raconteur is a premium independent publishing house, committed to producing high quality, special interest content for The Times & The Sunday Times newspapers since 2008.

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