Declan Jonson Appointed as Co-President of VRARA Utah Chapter.

We are excited to welcome Declan Johnson who is joining me as co-president of the Utah Chapter of the VRARA.

Declan is a graduate of Brigham Young University. It was there that he developed a passion for XR and devoted time to the Mixed Reality Lab for two years, developing projects for students and departments across campus. Declan took that excitement for the field and started his own consulting company, prototyping XR experiences for clients in Unity.

Declan then joined Continuum XR, a leading team of expert XR developers and 3D artists, and began working exclusively on 8th Wall web AR projects. He has created over 300 web AR experiences, most with a retail focus for nationally esteemed brands, and had a helping hand in growing the company to where it is today. This has led to his current role as Continuum’s Business Development Representative.

"I am absolutely thrilled to take on the role of Co-President for the Utah Chapter of the VRAR Association. I am eager to contribute my passion and expertise in organizing exciting events, fostering growth within the chapter, and spreading the association's influence throughout the vibrant tech landscape of Silicon Slopes."

—-Declain Johnson

Jason Harrison Appointed at Utah Chapter President

We are thrilled to have Jason Harrison as our Utah Chapter President.

Jason Harrison is a dynamic XR leader and educator with over 20 years of experience in software engineering, technical consulting, team leadership, and immersive technology. He's owned a thriving tech business and consultancy, collaborated with Fortune 100 companies, and taught for Microsoft and Unity - creating rippling industry impact.

Jason sparks innovation and drives positive change while engaging with leaders across all levels. As a Unity Certified Expert and Instructor, he designs and delivers captivating XR workshops and Unity courses, empowering others to unleash their potential in the fast-paced and changing tech landscape.

"Utah has a thriving XR industry and a strong academic core. I'm excited to unite the already-established forces with the energetic new innovators to bring engaging growth opportunities to the state."

— Jason Harrison: Utah@thevrara.com.

The metaverse from Ready Player One is actually happening

by Kelsie Foreman

If there’s one thing that Phil Barrett, president of the VR/AR Association Utah Chapter knows, it’s that reality technologies like AR, VR, and HR are going to be bigger than the development of the smartphone.

“The tech isn’t quite there yet, but virtual and augmented reality is going to be a substantial tech channel for consumers, and it’s going to [happen] in the next five years,” he says.   

By Barrett’s estimations, the industry is going to be worth $21 billion just three years from now, up $3.9 billion from current numbers. The rapid increase, he says, is due to huge advances in technology that allow consumers of all backgrounds to access new reality experiences, as well as an influx of companies working to build out the types of experiences that consumers want. 

“Up until just recently, if you wanted to have a good experience you needed a $2,000 gaming computer and a $600 headset just to get started,” Barrett says. But thanks to the addition of the LIDAR sensor―which “maps” rooms for virtual or augmented elements―on the iPhone 12, as well as commercialized VR headsets like the Oculus, reality experiences are more accessible than ever.

As a result, we’re seeing the tech get incorporated into everything from Snapchat filters―a perfect example of augmented reality―to e-commerce shopping experiences, virtual workspaces, and gaming environments.

Augmented reality is transforming e-commerce

“Everything will shift,” Barrett says. “Even buying cars is shifting from going to a dealership to buy to buying fully online.” Barrett is referencing experiences like VR car showrooms that allow customers to test out vehicles virtually before purchasing―a good example of how the industry is evolving. 

It’s not just car companies adapting to the tech, e-commerce businesses are quickly shifting their websites to meet the demand for trying products “on” online. “[Pokemon Go] made it fun to see augmented reality in the real world,” says Jon Cheney, CEO and founder of SeekXR, which started out as a gaming platform. “And so we decided to make an app that would allow you to go treasure hunting in augmented reality. Hence the name Seek.”

But after the initial buzz began to wear off Cheney shifted his business model once again. “We ended up sunsetting the [treasure hunt] app and became more B2B focused instead. Now, Seek allows brands to put AR functionality directly on their mobile website instead of forcing the user to download some third-party app to access AR.”

His investors questioned the transition―”[They asked] why are you going away from [things like] Pokemon Go? We like Pokemon Go,”―but it ended up being the right decision. “Pokemon Go kind of died as fast as it came,” he says. “ We just knew that [the e-commerce] business model would be better in the long run.” 

Cheney was right. Studies show that 83.1 million people throughout the country used AR to shop online or do something else in 2020. “Whether [consumers are] looking at a watch, shoe, or a piece of furniture, they just want to see what an item looks like in their home and in their life when they buy it,” he says.

These kinds of virtual clothing try-ons and car showrooms have been an incredible way to shop during the pandemic―it should come as no surprise that COVID-19 has been a huge driver of innovation in the field. “Within a number of years, probably less than five, you’re going to be able to wear contact lenses and they’ll actually project information about things like how fast you’re driving and what the sale items are at the grocery store,” Barrett says. 

Cheney agrees, adding that it might be possible to one day use the glasses to look at someone you’ve just met in person and do a Google search on their background to use as a reference throughout the conversation.  

The tech isn’t there yet, but it’s come a lot farther than one might think.

Virtual reality workspaces will replace Zoom

Daniel Platt, director of product and programs for vSpatial, a Provo-based VR company, has always been intrigued by the lifestyle of the “nomadic employee.” For Platt, the ideal workspace would be one where he could connect to his team with limited devices and effort while trekking to the remote corners of the globe. “I wanted to build the thing I use to work [while traveling] the world,” he says.

That’s why Platt and his father Richard, the CEO and founder of vSpatial, worked together to make it happen. Using VR technology, they developed software that allows employees to create expansive virtual workspaces in the spaces around them, whether on a train or in the corner of a tiny apartment. With the software, workers no longer have to take hefty desktop computers or laptops home with them, the software allows users to connect remotely to their computers or other devices with only a VR headset. 

Instead of being forced to work wherever a desktop computer delegates, vSpatial allows employees to slip on a virtual reality headset and work with as many monitors as they would like to set up in their virtual workspaces. Once they log off at the end of the day―which in this case is achieved by taking off the headset―the workspace vanishes, taking the clutter of a traditional desk space with it. 

Easier too, are virtual meetings. Employees no longer have to appear on a Zoom call with video shown―something that has been shown to exhaust workers and hurt the environment. With vSpatial, employees can join virtual meeting rooms with avatars that look like them. There’s even spatial audio, says Platt, where employees are able to hear which side of the virtual conference room someone is speaking from without any lag, preventing the awkward pauses that have become customary on Zoom.

Platt says the industry is moving at an alarming speed and that the launch of the vSpatial is the perfect example of where the industry is headed. “We launched on the Oculus Rift in October 2017,” says Platt. The Oculus, he says, was one of the first VR headsets on the market, originally to be used as a niche gaming device similar to the Nintendo Switch. At the time, using the headset for something such as remote work was completely unheard of, so the vSpatial app was not permitted to be available for download in the Oculus store.

“It took a lot of convincing to get Oculus to allow apps that were not games,” says Platt. “That’s changed a lot with this push towards remote work and [greater VR capabilities]. Now, Oculus sees this as a huge opportunity to transform VR into something way more than a gaming platform.”

With large companies like Oculus on board and teaming up with companies like vSpatial, users could use their headsets to train surgeonsattend conferences, and enjoy entertainment experiences like the one James Jensen, founder and CEO of JUMP, is building in Silicon Slopes.

Hyperreality experiences will transform entertainment

Using only a bodysuit and a specialized headset, consumers at JUMP can experience the thrill and excitement of base jumping, without any of the risk for injury. 

Using knowledge from his previous endeavor at The Void, a VR experience company with locations around the country, Jensen was able to create a new type of realities experience that further blurs the lines between what’s real and what isn’t. He calls it “hyperreality” (HR) and unlike VR or AR, the experience is so seamless that the user’s brain has a hard time distinguishing between what’s real and what’s not.

“I always thought, ‘man I wish I could go base jumping,’ it looked like so much fun,” says Jensen. “We wanted to build JUMP so that your body was in control of the experience, just as it is in reality. The machine [we built] watches everything happening around you. It actually watches you, anticipates your moves, and then makes decisions based off of it.” 

The result, Jensen says, is a virtual experience so vivid that it creates real memories as if the experience actually happened. “There’s this combination of visual physical facts as well as visuals, audio, and a whole bunch of other things [that, paired with HR], you can get into this space where you know where you make the reality so real it’s almost captured like a real memory.”

Jensen imagines this is only the beginning. “The industry is really going through its infancy right now. And I hope JUMP really redefines what virtual reality is,”  he says. “Hopefully, [people will see] it’s something bigger than video games or entertainment. There’s a lot coming in the future, we’re literally going to create The Oasis and all of that stuff from Ready Player One.”

Jensen predicts a future where VR, AR, and HR technologies transform countless industries. The field of digital medicine, for one, uses virtual apps such as the one being developed by Akili Interactive―the first FDA-approved video game “prescription” for ADHD in children―to treat cognitive impairments.

“You know, the masses think [these experiences are for] video games and gaming nerds who want to shoot zombies, but it’s really completely different,” says Jensen.

Platt agrees, “It really does give you this power to truly immerse yourself in an entirely different place, just by putting on a headset. The experience is really, really empowering.”

Source

Get your Company Featured in our VR AR Ecosystem Reports

VRARA's 50+ Chapters are producing industry reports on the regional VR/AR ecosystems to promote companies and organizations involved with immersive technologies and media from NYC to Sydney, across the world.  The reports will be promoted by VRARA and our partners reaching potentially a 1M audience. 

Would you be interested to have your company featured in these report or sponsor the report? If yes, then let us know at info@thevrara.com 

Each report will specifically highlight the following:

  • Size of the local ecosystem market

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  • Reasons why company is based in the local ecosystem

  • Needs and hopes from and for the ecosystem

If you have any questions or are interested in being featured or sponsor, please reply to this email or email info@thevrara.com

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Overstock.com Garners Global Attention from VR/AR Association for its AR Shopping App

Amit Goyal, Overstock.com’s SVP of software engineering, chairs VRARA’s global retail and e-commerce committee and forms the Association’s Utah chapter

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SALT LAKE CITY, Jan. 09, 2018 (GLOBE NEWSWIRE) -- Months after Overstock.com, Inc.(NASDAQ:OSTK) announced the launch of its augmented reality (AR) feature within its iOS shopping app, the organization’s senior vice president of software engineering, Amit Goyal, was named as the chair to VR/AR Association (VRARA)’s global Retail and E-commerce Committee. Along with Goyal’s responsibility as chair, he will serve as president of the newly formed Utah Chapter, growing VRARA to 51 global chapters, 19 of which are located in the U.S.

“We’re thrilled to have Amit Goyal join VRARA and chair our retail and eCommerce committee,” said Kris Kolo, Global Executive Director of the VR/AR Association. “His retail industry expertise and insight from building Overstock’s shopping app and AR function marks a crucial addition to VRARA’s growth.”

The award-winning iOS shopping app allows shoppers to view how products, like furniture, rugs, décor and other home goods, fit in their home using a smart phone or tablet with iOS11. With true-to-life-size 3D models in the highest resolution, shoppers have an accurate representation of the product directly in their home or office.

“Augmented reality is changing the way people shop,” said Goyal. “At Overstock, we focus on price, assortment and convenience, and our augmented reality feature brings an innovative convenience to shoppers. It’s important for our customers to see how these products will fit with their décor or simply if it will fit in their living rooms. So, we have invested significant resources to insure we are at the leading edge of AR and we’re proud to bring what we’ve learned and achieved to VRARA.”

Comprised of almost 4,000 companies, 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.

The new AR app feature is currently available on the iOS version of the retailer’s shopping app, and utilizes Apple’s ARKit, which was included in the iOS 11 operating system update. Android app AR functionality featuring Google’s new ARCore technology will follow when that operating system is released.

Overstock’s highly-rated shopping app has been awarded five consecutive Mobile App Awards from the Mobile Web Association. The app is available for download from both the App Store and Google Play.

The VR/AR Association is hosting the biggest VR AR online event from January 16 to 29, 2018 with more than 65 speakers, 3000 RSVPs and 10 symposiums focused on education, enterprise, storytelling, retail, AEC, marketing, advertising, webVR and arcades/LBE/Haptics. You can hear from Goyal on January 18 on VR and AR in retail. For more information on the conference, visit www.thevrara.com/events

About Overstock.com

Overstock.com, Inc. Common Shares (NASDAQ:OSTK) / Series A Preferred (Medici Ventures’ tZERO platform: OSTKP) / Series B Preferred (OTCQX:OSTBP) is an online retailer based in Salt Lake City, Utah that sells a broad range of products at low prices, including furnituredécorrugsbedding, and home improvement. In addition to home goods, Overstock.com offers a variety of products including jewelry, electronics, apparel, and more, as well as a marketplace providing customers access to hundreds of thousands of products from third-party sellers. Additional stores include Pet Adoptions and Worldstock.com dedicated to selling artisan-crafted products from around the world. Forbes ranked Overstock in its list of the Top 100 Most Trustworthy Companies in 2014. Overstock regularly posts information about the company and other related matters under Investor Relations on its website, http://www.overstock.com.

O, Overstock.com, O.com, Club O, Main Street Revolution, and Worldstock are registered trademarks of Overstock.com, Inc. O.biz and Space Shift are also trademarks of Overstock.com, Inc. Other service marks, trademarks and trade names which may be referred to herein are the property of their respective owners.

This press release contains certain forward-looking statements within the meaning of Section 27A of the Securities Act of 1933 and Section 21E of the Securities Exchange Act of 1934. Such forward-looking statements include all statements other than statements of historical fact. Additional information regarding factors that could materially affect results and the accuracy of the forward-looking statements contained herein may be found in the Company's Form 10-Q for the quarter ended September 30, 2017, which was filed with the SEC on November 8, 2017, and any subsequent filings with the SEC.

Media Contact:
pr@overstock.com

Kris Kolo, VRAR Association (VRARA)
kris@thevrara.com

Investor Contact:
ir@overstock.com

SOURCE: Overstock.com, Inc.