Recap of our New Trends in VR Mental Health & Practical Apps

We had a fantastic online session with 40+ medical professionals on New Trends in VR Mental Health & Practical Apps hosted by Peter Oykhman with thought-leaders in VR mental health, featuring Dr Gwylim Roddick (CBT of Central & South Florida is a psychotherapy clinic), Dr. Lynn Panatonni (Turnpaugh Health), and PsyTechVR's co-founder Daniil Andreev . We explored cutting-edge developments in VR for mental health, discussing the latest research, practical applications, and future implications for therapy, wellness, and beyond. Learn more VR’s transformative potential for mental health, gain insights into innovative solutions at our Best in Medical, XR, AI (VRARA Healthcare Summit 2024) https://www.linkedin.com/events/7243305524149014528/comments

The meeting focused on the intersection of mental health and VR, highlighting its therapeutic applications. Peter Oykhman emphasized the critical role of mental health in healthcare and the potential of AI to enhance mental health solutions, while also addressing concerns about AI's effectiveness and safety. Dr. Lynn Panattoni discussed integrative approaches to treating anxiety and mood disorders, and Dr. Gwilym Roddick introduced cognitive behavioral therapy (CBT) techniques for anxiety and PTSD. The use of SciTechVR in therapy was highlighted, showcasing its benefits for patients with anxiety and trauma, and the customization of VR experiences for phobia treatment was discussed. The integration of AI in creating personalized VR scenarios was noted, along with advancements in technology, including the introduction of lifelike avatars and augmented reality applications. Ethical considerations regarding AI representation and the role of technology in clinical observations were also addressed. The meeting concluded with discussions on product development insights and the value of networking within professional organizations.

Topics & Highlights

1. Mental Health and Virtual Reality

  • Peter Oykhman highlights the importance of mental health in today's world, indicating that it is a significant part of healthcare. He also mentions that there is a need for more presentations on this topic, particularly in relation to virtual reality.

  • There are concerns regarding the use of AI in mental health, with some individuals being apprehensive about its effectiveness and safety. Peter Oykhman notes that Danielle will address these concerns during the presentation.

2. Use of Virtual Reality in Therapy

  • designed for mental health and wellness, incorporating modalities like EMDR and CBT, and addressing issues such as fears, phobias, and PTSD exposure therapy.

  • most of her patients are dealing with anxiety disorders or trauma, and she has started offering SciTech VR to everyone, observing positive responses within three sessions.

3. Virtual Reality Therapy for Phobias

  • clients who have never flown but have driven their families around the country, highlighting the extent of avoidance behaviors related to phobias.

  • expressed that some clients perceive CBT therapists as sadists due to the discomfort involved in confronting their fears, indicating a potential concern about client perceptions of therapy.

4. AI in Virtual Reality

  • Peter expresses concerns about the unpredictability of AI, especially in emotional support contexts, emphasizing the potential for harm if AI provides incorrect recommendations.

  • one company from has developed about 500 scenarios for VR, while another has around 200 scenarios, indicating the competitive landscape in VR content creation.

  • development of an AI that can customize exposure scenarios within 30 seconds, indicating a significant advancement in VR therapy applications.

5. AI in Therapeutic Settings

  • The AI technology discussed allows therapists to create personalized VR exposures in a matter of seconds, enhancing the therapeutic experience for clients with specific fears, such as phobias of dogs.

  • The next versions are planned to be released within the year, which will include options for therapists to create gradual exposures tailored to individual client needs.

6. Advancements in AI and VR Technology for Clinical Use

  • The time to create a new scenario has decreased from six months to just a couple of weeks, and with AI, it can now be done in 30 seconds.

  • The team is planning to release an update that includes a new 'Bully Avatar' backed by ChatGPT, which will allow for live conversations, expected in late November.

7. Introduction of Metahumans in VR Therapy

  • The team plans to start enabling the metahumans feature for all free trial users and subscribers beginning in December, enhancing the VR therapy experience with lifelike avatars.

  • The introduction of metahumans is set to begin in December, marking a significant development in the VR therapy field.

  • The initial idea was to use AI to create safe places for clients, allowing them to define their personal safe environments, which is a departure from predefined scenarios used by other systems.

8. Integration of Mindfulness in Patient Engagement

  • emphasizes that integrating mindfulness activities into therapy can significantly improve patient engagement and emotional processing, which is crucial for skill retention outside of sessions.

9. Augmented Reality in Therapy

  • Meta Quest 3 headset, priced at $299, which features advanced cameras for augmented reality, set to release mixed reality content in early 2025.

  • The team is planning to develop mixed reality content for various phobias and social anxieties, with a focus on practical applications in therapy settings, expected to be available in early 2025.

10. Addressing Social Anxieties Post-COVID

  • social anxieties have become increasingly common post-COVID, highlighting the need for effective training solutions.

  • The discussion includes exploring the use of AI to create personalized scenarios for training in public speaking and other social situations, indicating a proactive approach to addressing these anxieties.

11. Customization in PsyTechVR

  • emphasized that users like it allows for full customization in experiences, particularly in mindfulness and exposure scenarios.

12. Ethical Considerations in AI Representation

  • concerns about the ethical implications of making AI avatars more lifelike, stressing the importance of ensuring users understand these are not real people.

  • clarified that the responsibility lies with clinicians to decide how realistic they want their AI tools to be.

13. Use of Technology in Clinical Observations

  • The speakers discussed the importance of technology as an additional tool for doctors, highlighting its potential to enhance clinical observations without replacing the human element in healthcare.

Mariam Brian appointed as VR/AR Association Co-Chair for Aerospace

We are thrilled to have Mariam Brian help lead our global community with regards to the Aerospace industry vertical and host our weekly online sessions with guest speakers, presentations, live discussions, and networking to help our Members grow your knowledge and connections.

Mariam is the Founder and CEO of Holo Art at the intersection of art, space, science, and technology, shaping cultural consciousness. She is also the president of the Montreal vrara chapter, member of “we work in space”, “metashapers” community, an executive advisor at Levio, a multimedia artist, quantum philosopher, author, and mother. 

As a global keynote speaker and subject matter expect on changing human behavior at scale with digital transformation, she has given talks in Paris, London, New York, Hong Kong, Brazil, Australia, Capetown, and Dubai on topics such as the future of education, quantum security, IP, human habits and cultural formation. Her work is focused on collective intelligence, exponential innovation, and designing better futures for humanity. She is excited to join the vrara as co chair of the aerospace committee. 

Gene Feldman of Nestle appointed as co-chair of VR/AR Association Metaverse Committee

We are thrilled to have Gene Feldman help lead our community by hosting our weekly online sessions about XR & Metaverse.

Feldman is a member of the Center for Functional Excellence within Nestle Purina Pet Care supporting training innovation through the use of technology. Gene currently holds a Master's in Education and has been is in field of education/training and development for the past 25+ years. Over the past 8 years, Gene has been identified as a leading VR/AR integration expert for immersive training solutions and functional use case implementation.

I am really excited to co-chair the committee to pass along learnings and solutions to empower those working within XR.
— Gene Feldman

Download our new enterprise whitepaper, The Power of Immersion (Issue 2) , authored by industry experts

This publication was produced by our Enterprise Committee.

Authors & Contributors

  • Emma Valdes

  • Damon Shackelford

  • Ron Thompson

  • Mark Gröb

  • Lucky Gobindram

This white paper is broken into the following parts:

  • Executive Overview  

  • Headwinds Across Manufacturing

  • Introduction to Leadership in Innovation  

  • Solving the Headwinds

  • Using XR for Enterprise Training  

  • XR Impact on Manufacturing Training 

  • VR vs. AR/MR Scenarios 

  • Company profile: ExxonMobil 

  • XR and the Unionized Workforce 

  • Practical Steps 

  • Appendices

  • Popular Providers for XR  

  • Author Biographies , Reference, and Disclaimers

Executive Abstract: XR Strategic Advantage 

This paper explores how immersive technologies are transforming the  manufacturing industry by addressing common challenges and enhancing  training, efficiency, and safety. 

Introduction to XR in Manufacturing: The adoption of XR technologies is  helping manufacturers address challenges such as an aging workforce and the  need for upskilling, offering solutions previously unattainable. 

Organizational Ecosystem Spheres: The paper outlines various spheres  within an organization’s ecosystem, such as emerging landscapes, change  management, solutions, workforce, and use cases, each playing a role in the  successful implementation of XR solutions. 

Common Challenges in Manufacturing: Challenges include an aging  workforce, negative perceptions of manufacturing, the need for constant  reskilling, and the speed of adopting new processes. 

XR Solutions and Benefits: XR solutions offer benefits such as enhanced  training, real-time expert access, reduced travel, and safer, more consistent  environments, as demonstrated by companies like Nestle Purina PetCare. 

Practical Steps for Implementation: Recommendations include identifying  potential XR use cases, ranking jobs and skills for training, and designing  training close to production scenarios while collecting data to evaluate success. 

Impact of XR on Training: XR enhances training by providing immersive,  repeatable environments that improve knowledge retention, attention, and  performance, with studies showing significant benefits over traditional methods. 

Unionized Workforce Considerations: Implementing XR in unionized  environments requires understanding the specific culture, involving union  leadership, and respecting union structures and schedules

PICO to present at our Education Summit on Sept 19 (Best in EdTech, XR, AI​)

 
 

Rob Pereira of PICO will present at our VRARA Education Summit 2024: Best in EdTech, XR, AI, a virtual LinkedIn Live event on Sept 19 with 1000s of attendees.

Over the past 12 months, PICO has firmly established itself as a leading provider of enterprise VR hardware and solutions, particularly within the education sector. PICO’s commitment to transforming learning experiences through innovative technology has seen PICO partner with schools and institutions across the globe, bringing immersive education to life.

Why Attend the Pico session at our VRARA Education Summit 2024?

  • Real-World Success Stories: In this session, we will dive into some of the most impactful educational projects we've been involved in across the US and Europe and where PICO’s technology is making education more immersive and engaging. From large-scale deployments to tailored solutions for individual schools, you'll hear first-hand how XR is being used to enhance learning outcomes.

  • Tailored Solutions for Every School: Whether you're managing a large institution or just beginning to explore XR in your classroom, PICO’s presentation will offer valuable insights. We’ll discuss the challenges and successes of integrating XR in education, offering inspiration and practical tips for deployments of all sizes.

  • Looking Ahead: Be among the first to learn about PICO’s upcoming products and solutions designed specifically for education. We’ll share PICO’s roadmap for the future, highlighting how PICO’s new offerings will continue to support innovative teaching methods and create more engaging learning environments.

Join PICO at VRARA Education Summit 2024!

This is an essential session for educators, administrators, and tech leaders looking to harness the power of VR in education. Don’t miss the opportunity to see how PICO can help you take the next step in your educational journey.

Register for our VRARA Education Summit 2024

About our Event

Our annual VRARA Education Summit will have 30+ speakers and 1000s of attendees on LinkedIn Live. Our past LinkedIn Live summits had up to 3260+ registrations - ​Europe​ (3260+ registrations) and ​Enterprise​ (2500+ registrations) and generated 1000+ LIVE audience during prime time speaking spots). LinkedIn has 1 Billion users and 57M orgs are listed on LinkedIn, and our event helps our Members and Sponsors elevate their brand and get them established as an authority in the industry.

Summary of our session with Dassault Systems on Digital Twins and 3D data

15+ executives joined our weekly session hosted by Kevin O'Donovan.

The meeting began with introducing Dassault Systems and its purpose-driven approach aimed at creating a sustainable world through the integration of art, science, and technology. We highlighted the company's size, with 24,000 employees and 350,000 customers, and its unique long-term financial model. The discussion emphasized the significance of virtual twins in manufacturing for optimizing operations and reducing costs, while also addressing the inefficiencies caused by companies relying on disconnected point solutions. The 3DEXPERIENCE platform was presented as a cloud-based solution that ensures digital continuity across product development stages, encouraging participants to consider its accessibility and growth potential. Additionally, the meeting covered the importance of understanding technology's real-world applications, lowering barriers for startups to access advanced software, and addressing inefficiencies in engineering processes, particularly the financial impact of using incorrect revisions.

The discussion focused on the 3D experience platform and digital twins, emphasizing their role in enhancing business operations. The platform, with 46 million users, uses digital twins to create interactive, cloud-based systems that improve efficiency and reduce costs. It integrates analysis and simulation tools, real-world data feedback, and cloud deployment for enterprise-level software. Examples highlighted included optimizing factory floors, managing logistics, and improving product design. The platform aims to reduce rework by 30%, accelerate market entry, and provide scalable solutions for startups and large enterprises alike.

Overall, the meeting underscored the need for collaboration and the adoption of innovative practices to enhance operational efficiency.

Recap of our session about GE Vernova's VR Program

30+ executives joined our weekly session to learn about the GE Vernova's VR Program, hosted by Zurine Hernandez.

The meeting covered several key topics, starting with the integration of virtual reality (VR) in the nuclear sector, emphasizing its role in training and design through a platform developed at GE Vernova, which has been in progress for three years. It was noted that while formal ROI calculations for the VR software implementation are not yet established, commercialization efforts have begun, and clients are showing interest. The discussion included the use of VR for training and simulation, with three connected VR rooms across North America, and highlighted GE Vernova's exclusive partnership with VirtualWare for VR solutions.

GE Vernova's VR platform, which includes digital twins and field movement simulators, allows for zero-risk training and improved communication protocols. The technology has been patented and is commercially available, with a focus on expanding its use across the nuclear industry. It was mentioned that while formal ROI calculations are ongoing, the technology is currently a cost-zero benefit for GE Vernova. The discussion also covered the use of VR for remote training, mixed reality, and potential partnerships.

Concerns were raised about confidentiality issues related to CAD data in VR applications, and future plans include developing a module for hazard recognition training. The choice between cloud-based and on-premise solutions was also discussed, with non-export control items hosted in the cloud.

Additionally, we introduced glasses-free 3D display technology and expressed interest in potential collaborations, proposing to connect with for further discussions.

From Studio to Spatial: Leveraging Volumetric Capture in Hollywood for Futuristic Music Performances

30+ professionals joined our meeting on Volumetric Capture in Hollywood for Futuristic Music Performances during our weekly online sessions.

The meeting discussed leveraging volumetric capture technology in Hollywood for futuristic music performances. Key points included the integration of VR and real-life broadcasts, the importance of broadband access for underserved communities, and the nomination of a small studio for XR awards alongside major companies like Marvel and Disney. The discussion highlighted the benefits of volumetric capture, such as rapid content creation, reduced production costs, and enhanced audience engagement. Examples included Travis Scott's Fortnite performance and the potential for immersive, region-independent performances. The technology aims to revolutionize content delivery and education by eliminating regional boundaries and enhancing accessibility.

We discussed advancements in content creation, the evolution of business models in entertainment, and the implications of volumetric capture technology. Concerns were raised about the current streaming model's impact on content creation and children's education. The role of AI in content creation and education was highlighted, emphasizing the need for curated datasets. Discussions also covered the educational potential of video games, the importance of technology in music learning, and the need for community building in entertainment. Plans for future sessions and events were confirmed, reinforcing a commitment to ongoing collaboration.

Our meeting with Volvo's Head of XR

20+ executives joined our meeting with Volvo's Head of XR during our weekly online sessions.

The meeting began an overview of Johan’s role and the company's integration of XR and 3D technologies. He discussed challenges in generating lightweight 3D models for various applications, particularly managing around 7,000 product variants, and highlighted the effective use of XR for technician training despite concerns about device accessibility and communication awkwardness. Johan also addressed enterprise training deployment challenges, including network isolation and security issues, emphasizing the need for robust IT infrastructure. The conversation shifted to the role of model-based systems engineering in XR/VR deployment, with discussions on data management challenges and the formation of the Applied AI Association. Participants noted the increasing presence of note takers and AI in meetings, and concerns were raised about siloed digital assets and the lack of integration in manufacturing processes. The meeting concluded with suggestions for further collaboration.

XR in Education is a $25 billion market by 2030

Join our annual Education Summit: Best in EdTech, XR, AI !

The global XR/metaverse education market is expected to grow 10x (a growth rate of 46%) and reach a value of $25B by the end of a decade, according to data by AltIndex.com.

Nearly 1/3 of that value will come from the United States. The U.S. market is expected to reach a value of $8.3B in 2030, up from roughly $1B in 2024. The total value of metaverse classrooms in China will skyrocket by 960% and hit $3B in the next six years. Japan and Germany follow with a massive 900% growth and $1.2B and $1B market values, respectively.

Seven out of 10 teachers want more VR and AR in education, especially when it reinforces the curriculum and student interest, according to a recent study by Statista. This type of technology creates opportunities for experiential learning, which:

  • Helps students make deeper connections with learning.

  • Gives students hands-on experiences with things they may never otherwise encounter.

  • Goes beyond rote memorization and into immersive learning.

  • Customizes experiences to students’ interests, abilities, and learning styles.

There are a lot of opportunities for the metaverse in education, specifically. For example, it can provide personalized education at all levels: grade, middle, and high school, of course, but also in college and trade schools. It can give institutions the ability to provide education to people who can’t access it locally, while also providing a more immersive experience.

Academic studies have found metaverse education can improve learning outcomes, heightening student engagement and attention span, while also driving motivation and knowledge retention.

Rabindra Ratan, Associate Professor at Michigan State University in a 2023 interview on The Peggy Smedley Show, said “When I’m sitting in a regular classroom, I lose 80% of the back row students, about 40% of the way through the class, they just multitask, they get tired, they get bored, they jump on their computer, check their email, go on to play a game of chess, or whatever. And their attention span diminishes. I don’t mind if they fidget and multitask, but if it’s taking them away from the thought process involved in the class, that’s bad. But in my VR class, I tell them, okay, fidget, do some 3D drawing.”

The bottomline is this method of education still has room to blossom with the right educators and technology infusion. And I see considerable growth in the coming year. Before 2024 ends, already it is projected that more than 28M people will be educated in metaverse classrooms, roughly five million more than two years ago. But again, there are still a lot of factors at play for it to go up, sideways, or even spiral without the right mix of inspired educators, institutions, innovators, and technology.

By making learning immersive and experiential, XR technology can help create a better understanding of complex topics. XR facilitates a new, exciting kind of experiential learning, and experiential learning has been proven to work.

A rigorous meta-analysis of experiential learning outcomes across 89 studies showed overwhelmingly positive and robust results for students. Experiential learning outcomes are nearly 50% better than traditional learning outcomes. Through experiential learning, students increase cognitive and social skills, meaning they retain information better, improve problem-solving and develop a deeper understanding of social issues.

By helping students experience feelings of wonder and delight as they view the world in a new way, XR can serve as a highly effective experiential learning tool.

Learn more at our annual Education Summit: Best in EdTech, XR, AI !

The Power of Immersion - How Walmart shows annual savings by reduced training time and travel cost with XR

This publication has been created by our Enterprise Committee.

XR visualization technologies providing innovative solutions for business and manufacturing processes when coupled with AI (Artificial Intelligence) for measurable ROI.

Visualization with XR Delivers Impressive Metrics

XR visualization technology applied to immersive training by retail giant Walmart calculates an inferred annual savings of over $38M by reducing training time and travel costs. Walmart also reported consolidated revenue of $611M in 2023. If implementation of the training program was less than $1.5M then ROI would be at least 96%. Turn to the worksheet and study guide to see how to calculate savings for ROI. 

XR Use Cases and Examples 

XR technology can be applied to various industries, sectors, and scenarios, such as automotive, energy, ESG, virtual offices, immersive training, retail, and corporate marketing. Some examples of XR applications include VR engineering or product design studios, AR safety apps, digital twin systems for manufacturing, virtual flagship automotive dealerships, virtual deescalation training or other soft skills training, and AR retail and fashion experiences. 

Top highlights:

  • 8 out of 10 FORTUNE Global top 5 largest companies by consolidated revenue for FY 2022 & 2023 invested in XR. 

  • 75% across the board Fortune 500 reported 2023 committed to XR initiative(s). 

  • Download our publicaiton to learn more!

Experts Show the ‘Art of the Possible’ with Digital Twins at VRARA Enterprise Summit 2024

Watch the video recordings from our Enterprise Summit 2024: Best in XR, Digital Twin, AI here

Originally Published by Demund Cureton


Learning about how to implement digital twins can pose significant challenges for firms, however, there are even greater rewards when executed correctly, a panel of experts and executives said the VRARA Enterprise Summit’s Best in XR, Digital Twin, and AI event on Wednesday.

However, decision makers in the implementation and rollout of digital twin solutions must leverage the fast-growing emerging technology with care and purpose, according to the panel talks.

In a panel discussion, the following experts and executives offered their expertise in digital twins:

  • Kevin O Donovan, Co-Chair, Industrial Metaverse and Digital Twin Committee, VRARA

  • Peter Terwilliger, Director, Technical Sales, Dassault Systèmes

  • Dr Stefan Krug, Head of Digital Consistency, Siemens AG

The Art of the Possible (with the Digital)

Speaking on the subject of digital twins, many across industry verticals had many different perceptions of what they were, O’Donovan explained.

Kevin O Donovan, Co-Chair, Industrial Metaverse and Digital Twin Committee, VRARA

Referencing prior conversations, he continued that XR leaders in digital twins were growing the number of maturity models, adding firms like Siemens and Dassault Systèmes had built a massive numbers of use cases demonstrating “the art of the possible,” he explained.

Kevin O Donovan, Co-Chair, Industrial Metaverse and Digital Twin Committee, VRARA

Referencing prior conversations, he continued that XR leaders in digital twins were growing the number of maturity models, adding firms like Siemens and Dassault Systèmes had built a massive numbers of use cases demonstrating “the art of the possible,” he explained.

When asked by O’ Donovan about the significance of this statement, Terwilliger stated that digital twins were taking data from the real world to create a “feedback loop” that could improve current and future models.

He explained further,

“It’s being benchmarked against real-world data, but if it’s solar [power] systems, we take it to the next step and link the component to others, creating a process in a system. That system exists in an environment and its affected the the one it’s in. Add analysis and simulation [so that you can] then put in on the cloud, where its accessible to everyone.”

Terwilliger continued, stating that they allowed people to “understand the past, what the system had been engineered to do, and why.”

He added that it also showed how many people had done the engineering basis, design, and recreation [process] in their careers to understand “what’s happening now, how it’s actually behaving and working.”

Using the insights, people could “then navigate and predict the possibilities of an untested future.”

However, for simulating experiences virtually, digital twins were the “art of the possible, today.”

Using these virtual tools, companies and people could test and optimise new products, determine how to manufacture them, implement countermeasures against delays, as well as optimise, plan, and execute product life cycles.

He added,

You know, when I was in the industry [and] we wanted to change our assembly line — say we were in automotive and we had a bigger car — we used to make plywood mock-ups and we would take those mock-ups and we would walk around with those and walk them down the line, right? I mean… think about the time waste due to the lines being shut down while the people are working on mock-ups. It delayed us up to a month in our go-to-market strategy. So, you know, we don’t need to do that anymore, that’s what’s possible today.

Dr Stefan Krug, Head of Digital Consistency, Siemens AG

Adding to the discussion, Dr Krug stated that what his company could do with digital twins was “amazing.”

Dr Stefan Krug, Head of Digital Consistency, Siemens AG

He then cited an example of a project done in [Nanjing], China, where he was the project manager. Using Siemens digital twin technologies, the company developed a greenfield factory in virtual space.

The digital twin could simulate all operations performed on-site, including product manufacturing, develoopment, value streams, material flows, and construction, he continued.

“We could be very, very sure that once we started construction, everything would be correct in the first [run],” he said.

To Dr Krug, the “art of the possible” was that people no longer needed to test things through trial and error in the real world, “which is tremendously expensive.” Instead, companies could do everything virtually, he stated, adding that one of his most profound experiences was walking through the factory that had not been physically built.

Continuing, he stated,

When I was at the construction site and see [everything], I told people that, ‘Hey, this pipe needs to go one metre to the left,’ because I became aware of the details of the site, the building, and how it should appear.”

He added: “You can really avoid mistakes in the early phases as they don’t cost anything to make in the virtual world.”

Digital Twin Challenges

Regarding the challenges companies faced in the implementation of emerging technologies, Terwilliger told the audience that, despite technologists communicating the capabilities of such solutions, small and medium business owners wondered “how to make them actionable.”

“How do we approach this and break it down into steps? We don’t want to just convert to a new technologies that simply ‘promises’ to be amazing,” he said, citing an example from a discussion with a small manufacturing company experiencing massive growth over the last seven years.

He recalled the small business had approached Dassault and wanted to learn more about the technology to use at its on-site workstations, which involved “cutting up lengths of [40-50 feet long] I-beams coming off the truck.”

Peter Terwilliger, Director, Technical Sales, Dassault Systèmes

Moving the beams into the workstation caused major issues like disruptions due to their size. To resolve the matter, Dassault leveraged their digital twin and cloud solutions to optimise the business, without large IT infrastructure and other requirements to support the business.

Peter Terwilliger, Director, Technical Sales, Dassault Systèmes

He concluded: “The point is that they found something that optimised their manufacturing floor, which was their biggest challenge. Don’t think about it as a ‘great big giant pill of technology’ that you have to swallow.”

Small Steps, Greater Rewards

When asked about a specific call to action for global industries leveraging digital twins, Dr Krug explained that although opportunities can feel like being “a kid in a big toy store,” clients should not become overwhelmed.

He instead urged enterprises to concentrate on “where your greatest possibilities and biggest pain points are, focus on them, and select the right technologies to get started.”

He noted,

“They help to avoid mistakes, which you can correct [virtually], so just get started […] No incremental change is too small, and you want to find a solution that grows with you, breaks into baby steps, and that’s accessible by the cloud, everywhere, especially that dark place called the factory floor.”

He added that from the cloud, solutions should organise, visualise, and simulate feedback, allow its users to know that real-world data, and be collaborative and inclusive.

Expert users were already building “amazing” models with complex software, but consumers also needed to use the data to source the right materials, convert it via the programme, and learn project schedules.

“Ultimately, you want to figure out how to manufacture them on the factory floor, include people like me, who use the tool on-screen to markup designs,” he concluded.

The VRARA Best in XR, Digital Twins, and AI event took place on 24 July and showcased some of the biggest brands in digital solutions.

Hosted by the VRARA’s Kris Kolo, the event saw companies like Lenovo, Siemens, Unity, Merck, ShapesXR, Oberon Technologies, Amazon Web Services, Dassault Systèmes, Duke Energy, and many others share their success stories in XR.

The hosting organisation serves as a platform for many of the world’s biggest firms in virtual, augmented, mixed, and extended reality(VR/ AR/ MR/ XR), and operates from global chapters with a mission to support and boost the XR industry.


VRARA Enterprise Summit 2024: What Are the Top XR Tech Trends?

Watch the video recordings from our Enterprise Summit 2024: Best in XR, Digital Twin, AI here

Originally Published by Demond Cureton

Extended reality (XR) technologies continue to permeate conversations on the utility of spatial computing solutions.

Across a host of industry verticals, enterprises are reigning in the hype about the Metaverse as business face the sobering shift to pragmatic, utilitarian approaches to XR.

Two experts in the field of XR voiced their opinions on the rising trends shaping the industry to date, using their culmulative experience and observations of real-world use cases of the virtual one via digital twins.

The fireside chat included the following extended reality (XR) experts:

  • Amy Peck, Chief Executive, EndeavorXR

  • Damon Shackelford, Co-Chair, VRARA Enterprise Committee and Employee, Eastman Chemical Company

Don’t Believe the Hype (Cycle)

Regarding the developing trends in XR, Peck urged the audience to differentiate between viable ones and hype cycles, citing the Metaverse.

To her, the current hype cycle had allowed Artificial Intelligence (AI) to ‘supplant’ the Metaverse in the news and media. However, regarding spatial computing solutions, she noted that businesses were returning to rationally assessing their capabilities across their workflows.

Explaining her stance, she said,

I think it’s nice that we can actually get back to what the technology does really well today, [especially] while we are planning how to implement [them] in the future as their capabilities expand.

The two then explored two of the most important trends taking shape in the virtual, augmented, mixed, and extended reality (VR/ AR/ MR/ XR) industry to date, which would take centre stage over the next few years.

Digital Twins

According to Peck, digital twins were a prime example of trending XR technologies, namely after piquing in her consultations with clients such as Booz Allen Hamilton.

Amy Peck, Chief Executive, EndeavorXR

She noted that the defence firm had announced a partnership with Unity Technologies a year and a half ago, leading to easier deployments of digital twin solutions.

Amy Peck, Chief Executive, EndeavorXR

Booze Allen Hamilton’s partnership states that digital twins “interweave multiple data streams to create unbroken, and living, threads of insight that improve mission outcomes.”

Peck added that digital twins were “foundational” and are being utilised on the NVIDIA Omniverse, deployed across BMW’s advanced manufacturing platforms, and leveraged by tech giants such as Ericsson and Siemens.

Mixed Reality

Highlighting the need for secure deployments across all forms of immersive technologies, Peck explained to Shackelford that there were opportunities to build digital assets once and then “add multiple data streams to construct […] layers of visualisation.”

However, this provided challenges to the technology stacks involved in their deployment, which required a multiple approach to cybersecurity.

She told audiences:

Damon Shackelford, Co-Chair, VRARA Enterprise Committee

Managing all of that data is part of the challenge in deploying this in highly-secure environments. But then, when you add the XR layer of a headset, or you need it to be web-based, on mobile, or [otherwise], you can have that elevated headset experience, but each platform adds layers of challenges in their deployment.”

Training

When asked by Shackelford about the potential for XR to increase return on investment (ROI) in training, Peck explained that most clients focussed on VR training whilst she was launching EndeavorXR in 2014.

She stated that XR training was the “easy first step” for enterprise users, adding, “We can do the math on [its] efficacy and how quicly you can get people out into the field.”

Furthermore, she included that, for mixed reality (MR) devices, “see-what-I-see” (SWIS) and passthrough technologies were “still [some of] the simplest solutions.”

SWIS capabilities allow remote observers to view what a person using an immersive device is doing as they interact with content or livestream their operations.

Conversely, passthrough provides digital overlays to an MR device users physical environment to seamlessly merge the two environments.

Damon Shackelford, Co-Chair, VRARA Enterprise Committee

Shackelford replied that XR training’s readily-available calculations facilitated budgetary justifications among decision makers.

Peck added that a key factor when consultants work with clients was that they needed to remain careful when scaling up technological deployments across business units, even “with one use case.”

She said: “You know, we used to be in a kind of proof-of-concept (PoC) joil, but now we’re in a sort of pilot jail, so that’s a small improvement.”

Despite this, companies were not deploying “tens of thousands of headsets for the most part,” but rather a few hundred for specific training needs, Peck continued.

Workforce Engagement

Finally, when asked about workplace engagement using digital twin training and mixed reality solutions, Peck explained that there were two major “hurdles” to their adoption.

The first was deploying solutions among existing information technology (IT) infrastructure, and secondly, understanding the intended goals to accomplish with the XR training solution in company workflows.

She said,

“We call it planned prevention for a reason. The second is often overlooked and is really understanding not just who your user is, but what you need to accomplish and what their workflow is.”

The fireside chat took place at the VRARA Best in XR, Digital Twins, and AI event last week, bringing with it a host of use cases and panel discussions on the future of spatial computing and emerging technologies.

Numerous companies like Siemens, Unity, EndeavorXR, Duke Energy, Dassault Systems, Amazon Web Services, Unity, and Merck, among many others, showcased some of their most premier examples of XR deployments across businesses and clients.

The VR/AR Association’s Kris Kolo hosted the single-day event to place XR milestones in the spotlight of industries worldwide.

Watch the recordings from our Best in XR, Digital Twin, and AI (VRARA Enterprise Summit 2024)

Watch the video recordings from our Best in XR, Digital Twin, and AI (VRARA Enterprise Summit 2024) from July 24 here.

Our event had 2500+ attendees and 100s watched the recordings. LinkedIn has 1 Billion users and 57M orgs are listed on LinkedIn, and our event helped elevate our speakers’ brand and get them established as an authority in the industry.

Speakers included:

Jack Strongitharm, Unity

Unity Cloud - Data Streaming to VR:

With projects and CAD/BIM models getting more detailed and complex, we then try to push all this to one built application, but it is not generally possible without manual intervention. Learn how you can use the Unity Cloud and the Asset Manager to overcome this limitation of delivering 3D Data Streaming via 3D tiles of any CAD or Meshed models.

Damon Shackelford, Eastman Chemical Co. Plus, Amy Peck (Panel)

Enterprise XR Trend Spotting:​Top 5 XR technology trends

Ashish Kulkarni, Bell Immersive Technology Solutions

XR + AI for organizations that are BUILT-TO-LAST:

Get an insight into successful implementation of XR + AI in Large Organizations (10K+ employees). Know about XR + AI solutions in the Energy, Aviation, Ports, Healthcare and Defence Sectors. Learn about design XR + AI solutions to increase revenue, improve project schedule, enhance workforce skills, improve safety, and build crisis and emergency readiness.

Kevin O'Donovan with others from Siemens & Dassault Systems (Panel) 

Digital Twin's - From the ‘art of the possible’ to today's Industrial reality

Industry experts will explore how Digital Twin tech is reshaping how we design, built, operate and maintain Industrial facilities, breaking down the silo’s within organizations, democratizing access to data, providing for a wide range of immersive experiences, while enabling all sorts of ‘what if’ scenario planning via simulation. And all at a scale we have never seen before.

Vi Kellersohn, Oberon Technologies

Leveraging VR to Enhance Workforce Training in Nuclear Facilities:

​See how industry leaders are using immersive virtual experience to safely onboard and train workers. Hear how they are using the latest tools including Apple Vision Pro, HTC, Meta, 3DI and more. Learn about the innovative solutions to keep workers safe and more proficient in the field.

Cindy Mallory, ATS. Plus, others from Amazon AWS, Duke Energy (Panel)

Frontier Technologies - The New Enterprise Paradigm:​

We will explore how advanced tools and systems create highly engaging and interactive experiences that blend possibilities across the physical and digital. Learn how these emerging tech are being developed, deployed, and scaled for enterprise use, and discover their transformative potential across various sectors by providing new ways to visualize, interact with, and manipulate info.

Mark Gröb, UPS

Strategies for Immersive Tech Adoption in your Large Corporate Entity:​

Blunt, common-sense strategies for Large Enterprise looking to deploy / integrate XR for their Business. From common use-cases that are "no brainers", to how should you view risks in adopting this new "force multiplier" tech.

Leslie Shannon, Nokia

XR + AI = Your New Enterprise Superpower:​

XR, Digital Twins, and AI have each already proved their individual worth in Enterprise settings – so what do you get when you combine them? Join Nokia’s Head of Trend and Innovation Scouting for a look at the deep insights we’ll be able to access in the very near future.

Jason McGuigan, Lenovo

XR gets personal:

XR is growing, and we’re seeing incredible new ways for the tech to work for you and with you. The introduction of accessible GAI has opened new routes for XR to be tailored for your own personal strengths and weaknesses. On this path, GAI will entirely reshape what ‘software’ means. Jason will share his perspective on how we’re going to get there and how in the very near future, every XR user will have dynamic, unique, and highly personal experiences.

Sofía Fracaro, Merck

VR Training in the Chemical Industry — a deep dive into Employee Impact:

As VR takes center stage in the domain of industrial training methodologies, stakeholders and decision makers are increasingly asking: Is it well-received by employees? Recognizing the importance of addressing these concerns, Merck and the CHARMING project joined forces to undertake an in-depth exploration. Uncover valuable insights about acceptance of VR training.

Jeremy Joseph, Bluedrop. Plus, others (Panel)

Digital Twins and XR in Aerospace - What are they and how do you use them:​

We will dive into what an acceptable definition of Digital Twin is and how Digital Twins and XR can be used effectively in Aerospace. Common misconceptions, approached, and challenges.

Patrice Anderson, Co-Founder and Co-CEO, Elite Enterprise Technology Inc

Bridging Realities: Innovation, Leadership, and Empowerment in Tech:

Patrice will share her remarkable journey from a visionary entrepreneur to a pioneering leader in the tech industry. She will introduce Virtual Access, an innovative VR app that revolutionizes virtual meetings and social interactions, set to launch this fall.

Lucky Gobindram, CXR Agency. Plus, others from Boeing, Richemont Americas, ShapesXR (Panel)

XR - The Next Frontier in Enterprise Innovation:​

Learn about the strategic implementation of XR in operations, training, and customer service, emphasizing the tech's role in enhancing decision-making, reducing errors, and fostering a culture of continuous improvement.

Dan Cotting, Amazon AWS

Scaling Enterprise Spatial Experiences in the Cloud:​

Spatial experiences often rely on significant amounts of complex and large 3D data sets. Unfortunately, many enterprise IT organizations are not well-equipped to manage and distribute this data at scale, which limits overall business value. This session will explore how to incorporate a spatial data plane strategy into your organization and use cloud services to scale.

Jennifer Fields, UL

An overview of UL 8400, the industry standard for XR Tech Equipment:

A brief overview of UL 8400 (the industry standard for XR Tech Equipment) including the development, requirements, and updates including how to stay informed or become involved in the process.

Carolina Salazar. Plus, others (Panel)

VR Horizons - Advancing Human-Centric Technology:​

Get ready to immerse yourself in the world of VR as we discuss how this tech is redefining the human experience and paving the way for a future centered around humanity.


Call for Participation: VRARA Education Summit 2024 (Best in EdTech, XR, AI)

Based on the success of our LinkedIn Live events for Europe (3260+ registrations) and Enterprise (2500+ registrations), we are now planning our next virtual event:

VRARA Education Summit 2024 (Best in EdTech, XR, AI)

Date for the event: Sept 19 (NOTE: based on Sponsor’s request, we can move the event date!)  

Sponsors get the best speaking spot, registration list of 2000+ attendees, and promotion to our 60k emails global mailing list. Plus, promotion by LinkedIn. LinkedIn has 1 Billion users and 57M orgs are listed on LinkedIn, and our event will help elevate your brand and get you established as an authority in the industry.

Our past LinkedIn Live summits generated 1000+ LIVE audience during prime time speaking spots - see examples below)

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

Recap of our AI-Driven Healthcare VR Apps

Tess McKinney hosted, AI-Driven Mindset Shift Technology for Personalized Enhancement of Well-Being and Peak Performanc, during our weekly online sessions.

The discussion highlighted an AI Healthcare app, designed to enhance personal well-being through cognitive interventions, breathing exercises, video therapeutics, and psychodynamic interventions, targeting stress and anxiety. Research presented emphasized the impact of geometric shapes and fractals on emotions and well-being, alongside the effectiveness in improving mental health outcomes, particularly during the COVID-19 pandemic. The potential of art and VR to influence gene expression related to inflammation and immunity was also explored. The meeting concluded with insights on user engagement strategies for the newly launched consumer access app, noting preferences for session lengths and the comparative effectiveness of mobile versus VR platforms.

Overview of the App and Its Purpose

  • an app that assists users in shifting their mindsets to feel better and perform at their highest potential.

  • The app targets well-being specifically related to stress, anxiety, and distraction, while also providing insights for enhancing performance.

  • It is deployable on various platforms, including mobile devices, desktop computers, televisions, virtual reality headsets, and in the metaverse.

3. Components of the Platform

  • The four major components are cognitive interventions, breathing exercises, video therapeutics, and psychodynamic interventions.

  • Cognitive techniques include growth mindset tips, daily inspirations, affirmations, high performance tips, and random acts of kindness, all aimed at positively influencing users' mental states.

  • Breathing exercises offered are based on research and include techniques like triangle breathing and box breathing, which have been shown to be effective.

4. Impact of Geometry and Fractals on Well-Being

  • Research indicates that geometric shapes can significantly impact well-being, with circles eliciting positive responses and upside-down triangles causing fear.

  • The fractal channel is based on the observation that the human body and nature share similar fractal designs, which can positively affect brain function.

  • The brain is influenced by symbolism and architecture, which are being incorporated into the development of new art and fashion paradigms.

  • A seven-pronged regional brain approach was developed to address various forms of anxiety, recognizing that different individuals experience anxiety in distinct ways.

5. Impact of Art and Virtual Reality on Health

  • Research published in Mayo Clinic Proceedings Digital Health indicates that long-term transcendental meditation can down-regulate 49 genes associated with inflammation and activate genes related to immunity and oxygen carrying capacity.

  • A study found that listening to 20 minutes of Mozart's Violin Concerto No. 3 resulted in changes at a genetic level, boosting the function of tiny RNA molecules that control genes related to inflammation and brain development.

  • designed to cater to a broader audience, including those who do not meditate, by offering features like cognitive and breathing exercises, making it a versatile well-being platform.

  • The platform discussed is being used in various settings, including wellness rooms, fitness centers, and first responder stations, and is available on major VR consumer and enterprise platforms.

6. Platform Overview

  • The platform aims to help users feel better and perform at their highest by providing personalized video experiences and insights that can be accessed across multiple devices.

7. User Engagement with App Duration

  • In studies, participants expressed a split preference regarding the duration of app sessions, with 50% wanting longer sessions and 50% preferring shorter ones. However, many users indicated they lack time for even a five-minute relaxation session, suggesting that a three-minute experience would be optimal.

Learn about Unity Cloud - Data Streaming to VR on July 24

On July 24, learn about Unity Cloud - Data Streaming to VR from Jack Strongitharm of Unity during our Best in XR, Digital Twin, and AI.

With projects and CAD/BIM models getting more detailed and complex, we then try to push all this effectively in one built application, but this is not generally possible without manual intervention. With the release of the Unity Cloud and the Asset Manager, we can overcome this limitation delivering 3D Data Streaming via 3D tiles of any CAD or Meshed models. In this session, we will cover the essentials of what is now possible and do a live demo.

Jack serves as the Senior Solutions Engineer for the Industry sector at Unity. With a strong background in the industry, he brings valuable experience as a civil and site engineer to his current role. Prior to joining Unity, Jack held technical expertise positions at both Autodesk and Faro, where he honed his skills in cutting-edge technologies. In his current capacity at Unity, Jack plays a pivotal role in advancing Building Information Modeling (BIM) models and projects. His primary objective is to transform BIM into an interactive experience for Digital Twins, leveraging the formidable capabilities of Unity. Through his work, Jack contributes to the evolution of AEC practices, pushing the boundaries of technology and design to create immersive and innovative solutions.

About our event

Our VRARA Enterprise Summit 2024: Best in XR, Digital Twin, and AI is a virtual LinkedIn Live event with 30+ speakers and sessions. We expect 1000s of attendees.

Recap summary of our meeting with Merck

During our weekly online sessions, we had the opportunity to talk with an executive from Merck.

The conversation centered around the benefits of using virtual reality (VR) training in the chemical industry, including reducing site ramp-up times and improving safety. Participants discussed the importance of change management and involving subject matter experts in the process, as well as the factors that influence the adoption of VR training, such as age and technology familiarity. The need to prove a strong return on investment and have concrete numbers to implement trainings focused on health, safety, and environment was also emphasized.

The meeting began with a discussion on XR applications, focusing on augmented reality and virtual reality in chemical operations. Challenges in implementing AR/VR solutions at Merck were highlighted, particularly regarding data privacy and cybersecurity. The importance of user involvement and change management in implementing solutions was emphasized. The meeting also covered the application of XR technology in training and operations, the impact of age on work adoption, and the necessity of real practice alongside virtual reality training. There was a decision to implement VR-based training for safety and a plan to present at our Enterprise Summit on July 24th.