Casey Jensen appointed as Co-Chair of VR/AR Association's WebXR Committee

We are thrilled to have Casey Jensen help lead our international community on WebXR best practices and guidelines.

Meet Casey and the rooom team at our Immerse Miami show in Dec.

Casey Jensenis the Vice President of Sales & Marketing for North America at rooom Inc.
He has spent the last 20 years working in sales and management for some of the most innovative digital technology companies in the world, including launching one of the first regional offices for Google in 2002. Throughout that time, he has worked with clients such as Hilton, American Airlines, Dell, Neiman Marcus, Michael Kors, Gucci, Apple as well as many of the top ad agencies in the US. He found a fanatical passion for computer vision, AR, VR and the metaverse while consulting for companies around the world on digital transformation and helping bring these immersive technologies to market for enterprise companies and brands.

Dan McConnell of Booz Allen, Paul Cummings of Unity, and Kevin O'Donovan appointed as Co-Chairs for VRARA's Industrial Metaverse and Digital Twin Committee

We are thrilled to have the following industry experts lead our Industrial Metaverse and Digital Twin Committee, which serves as a resource to promote the use of digital twins enabling the industrial metaverse and the opportunities and challenges for the ecosystem. The committee will enable the sharing of best practices and information as well as curate industry relevant case studies.

Dan McConnell - Chief Technologist, Booz Allen Hamilton
Kevin O'Donovan - Technology Evangelist - Energy Sector Expert
Dr. Paul Cummings - Chief Architect Unity Technologies

Come to Miami Beach on Dec 5-7 for our Immerse Global Summit to see them speak!

VRARA Committees meet weekly online, check schedule and join here

Recap of our VRARA Healthcare Forum 2022: We had 1244 people, 100 orgs, 66 countries. Top Speakers and best attendees.

Thank you to our event sponsors ResMed , ANIMA RES, Aimedis, Vital Start Health.

Our full day virtual event hosted 70+ speakers and sessions discussing the following opportunities:

  • The metaverse healthcare sector by 2030 will grow by 48.3% CAGR and be worth $5.37B

  • Today, 95% of healthcare facilities provide remote treatment (rise from 43% in 2020). And while not all metaverse healthcare applications are designed for remote care, the sector is now experienced in the rapid adoption of new technologies

  • 50M American adults (20%) experienced a mental illness in 2019. Over 2.5M youth struggle with severe depression. (2022 State of Mental Health in America)

  • 800,000 people kill themselves each year in the world due to mental illness

  • Healthcare metaverse applications range from advanced surgeries and procedures to mental health treatment, pain management, training, simulations, remote care, and rehabilitation.

We had attendees from around the world, 100+ organizations, including ResMed, Bayer, Pfizer, Johnson & Johnson, Harvard, National Institutes of Health, NYU, Siemens Healthineers, U.S. Department of Veterans Affairs, Brain and Memory Care Lab, UK NHS. Many participated the 1-on-1 Networking and made meaningful connections.

Top highlights including top sessions, speakers, and most active participants:


Andrew Stapp of NYU appointed as Co-Chair of VR/AR Association Education Committee

We are thrilled to have Andrew Stapp help lead our VRARA Education Committee. Join our weekly Online Meets, check schedule here.

Andrew is an extended reality software engineer and educator in NYU's Immersive Technology Lab. For over seven years, he has worked at the forefront of interactive software blending art, design, and computer science together creating immersive XR solutions for all industries. He has extensive experience working hand in hand both in public and private sectors educating and training all levels of XR technology. Andrew has also designed and developed a wide range of applications including educational augmented reality apps, multi-user VR training simulations, and web-based art exhibits.

Within my University, I am continually watching the positive reactions and impacts XR technology has on both students and faculty alike. I believe XR can be a transformative tool in the way we educate, train, and inspire hope in building a more equitable future for all. I am excited to join my co-chairs and fellow thought leaders in VRARA’s Education Committee as we push the industry and culture forward.
— Andrew Stapp



Bobby Carlton appointed as Co-Chair for VR/AR Association's Training Committee

Like many of us, my obsession with XR technology began through science fiction movies and TV shows. What I saw was the potential of how virtual environments could change the classroom, change the way we approached learning and training. To me XR technology is the ultimate tool for engagement with people. We can bring training to a completely different level that isn’t possible through traditional training methods.
— Bobby Carlton

We are thrilled to have Bobby Carlton help lead our VRARA Training Committee. Join us this week for our Online Meets, check schedule here

Bobby has dedicated his professional career to exploring how XR technology can be used to reshape how an industry could approach education, training, and engagement, as well as the impact the technology will have on Industry 4.0 such as automation, warehouse, and robotics.

His work also explores how immersive technology such as unique XR initiatives and Web3 will change digital marketing and company branding, and how it will change social behavior and consumerism by creating more agile thinking that leads to brand loyalty.

In 2016, Bobby joined the Masie Center working with e-learning pioneer Elliott Masie as the Masie Center's Director of VRLearn, a program focused on how industries and companies could use AR/VR technology for training. Carlton left the organization in 2017 to consult with other organizations on their AR/VR training goals however, staying on as the AR/VR subject matter expert for the Masie Center.

Along with his current duties at FS Studio as their XR/VR Content Manager and Head of Business Development, he is also a regular contributing writer for VRScout, is on the SXSW XR Pitch Advisory Board, a judge for the AIXR VR Awards, and makes frequent appearances on the UK’s TalkTV and TalkRadio as their tech expert.

You can learn more about Bobby Carlton via his Linktree.

Ciara Hamagishi of Unity appointed as Co-Chair for our VR/AR Association Universities & Colleges Committee

We are thrilled to have Ciara Hamagishi of Unity help lead our VRARA Universities & Colleges Committee.

"Institutions incorporating VRAR truly inspire me and motivate my own work. I know all too well the commitment required to start new programs or to bring new technology into the classroom. I’m honoured to co-chair this committee and learn from its members."

Ciara Hamagishi

Ciara is the Senior Partnerships Manager, Education for Unity. Her focus is on higher education and workforce development opportunities to create equitable access for a diverse pool of future real-time 3D creators. She works with schools globally to provide grants, develop programs or incorporate Unity technology into the classroom.

Ciara has over a decade of experience in education in both Canada and the US across public, private and international. Her expertise is in partnerships, marketing and admissions/recruitment. Prior to Unity, she was on the leadership team of a Canadian technology bootcamp.

Metaverse is to be a $12 trillion opportunity. Login to our virtual event tomorrow to learn all about it!

Goldman Sachs reported the Metaverse is estimated to be a $12 trillion opportunity.

Login to our virtual event tomorrow, Wed Sept 21, to learn more!

According to JP Morgan, direct-to-avatar sales of virtual goods have amassed a $54 billion market. Gucci sold a digital version of its Dionysus bag for $4,115 –more than the price of the physical item itself. Clinique has recently rolled its “Metaverse Like Us” campaign, which includes a collection of female and non-binary profile picture avatars, that aims to be more inclusive. Learn more during our event!

Technology research and consulting firm Gartner, Inc. has predicted 25% of consumers in the U.S. will spend one hour daily in the metaverse shopping, socializing, being entertained and learning by the year 2026. Although it is an exciting venture there are still many concerns to account for: Safety and privacy of the users information. The idea is that each avatar will be connected to a blockchain, which will protect your financial and personal data. Don't miss sessions on this topic!

According to McKinsey’s and Company, marketers and the metaverse represent an opportunity to engage consumers in entirely new ways while pushing internal capabilities and brand innovation in new directions. Now is the right time to adopt a test-and-learn mindset, to be open to experiments in the metaverse, and to move on quickly from failure and capitalize on success. Meet 1-on-1 with all the speakers during our event!

Check out the 50+ Speakers and Session on Schedule here.

Speakers include:

 
 

Event Sponsors:

Thank you Marxent , Mixtiles , and ZERO10 for sponsoring our event!

Who will win the Retail Metaverse and why? Login and find out on Sept 21!

In the wild, wild West — who won? Success came to those who provided tools and infrastructure, they took one step at a time (learn, experiment, fail fast, measure engagement. Don’t get caught standing still!), define purpose )and how will others receive and partake in your purpose.)

On Sept 21, login to our VRARA Retail Forum, and learn from:

  • Walmart about Metaverse-Ready Brand Guidelines

  • IKEA about Spatial Computing for the Home

  • PERFECT about the Must-Have AI /AR Beauty & Fashion Tech Solutions for Personalized Retail

  • Microsoft and 6 retail startups about the challenges & opportunities of VR/AR for Frictionless Shopping

  • SAP about why the metaverse can be the biggest game-changer of all

  • Ulta Beauty about Digital Innovation & Retail Experiences

  • Unity about From Design to NFT: Retail Goes Real-Time 3D

  • Meta about the world's largest virtual mall

  • Verizon about the Impact of 5G on VR/AR and Deigning New Products Around It

  • And many more! Check out the 50+ Speakers and Session on Schedule here!

Our Forum is a full day virtual event on Sept 21, with 1,000+ attendees and 1-on-1 Networking so you can build meaningful connections!

Event participants include:

VRARA Retail Forum Sponsors

Thank you Marxent , Mixtiles , and ZERO10 for sponsoring our event!

Rob Theriault appointed as Co-Chair of Universities & Colleges Committee of the VR/AR Association

We are thrilled to have Rob Theriault lead our Universities & Colleges Committee and VRARA community with respect to schools and learning institutions. Check schedule for upcoming Online Meets here.

“I think this committee is important, particularly for bridging the gab between education and enterprise in the VRARA sphere.”

Rob Theriault

Rob Theriault is the Immersive Technology Manager for Georgian College. Prior to taking this position, Rob was a 35 year veteran paramedic and former Critical Care Flight Paramedic. Rob also taught paramedics for over 20 years. After introducing virtual reality into the paramedic program at Georgian and helping to create a VR hub in the library, Rob was asked to lead the exploration and integration of VR for Georgian’s seven campuses. In two years Georgian has launched over a dozen virtual reality pilots for Indigenous language learning, Veterinary Technician, Biotech, Paramedic, Nursing, Power Engineering, Events Management, Trades and others. Georgian is now regarded as one of the world leaders in the exploration and integration of virtual reality as a learning medium.

Mixtiles sponsors our Retail Forum on Sept 21. IKEA, Boson Protocol, PERFECT, others confirmed as Speakers

We look forward to your participation in our VRARA Retail Forum a full day virtual event on Sept 21 with 30+ Speakers, Sessions, and 1-on-1 Networking! We expect a 1000 audience. 

We are thrilled to have Mixtiles sponsor our Forum! Mixtiles thinks the future of home design is Augmented Reality; they're developing cutting edge technology for designing homes in a magical way.

We confirmed additional Sessions/Speakers: 

  • Spatial computing for the home - How the home enables ecommerce and more. Sam Brewton, IKEA

  • Omniverse Commerce - The future of commerce will span multiple metaverses. Justin Banon Co-Founder, Boson Protocol

  • Must-Have AI /AR Beauty & Fashion Tech Solutions for Personalized Retail. Wayne Liu, Chief Growth Officer, President, Perfect Corp

  • And others! Check Schedule.

VRARA Retail Forum participants include:

PAUL JACOBS KEYNOTES VR/AR ASSOCIATION ENTERPRISE FORUM

Wireless XR Will Give Users Superpowers!

Imagine being transported into a fully immersive virtual world, so rich in photorealistic imagery and sensory detail that you forget it’s not real life. As advancements in enterprise virtual reality (VR) applications speed up, the underlying wireless technologies to support lifelike experiences must keep pace.

“We will give people superpowers,” our Chairman and CEO, Paul Jacobs explained during his keynote address at the July 2022 VRARA Enterprise Forum. He went on to describe the high-performance applications enabled by XCOM Labs’ innovative Wireless XR system. “We’re really just getting started with this notion of extending reality.”

In developing the gold standard in wireless XR systems, the XCOM Labs’ team has achieved low latency, high throughput, and reliability breakthroughs that solve many of the issues that previously prevented users from experiencing the full potential of this exciting technology. Gone are the bulky backpacks and cords connecting users to powerful computers, or the cumbersome lags that can oftentimes cause feelings of motion sickness or glitches. Instead, using millimeter wave spectrum in the globally available 60GHz unlicensed band, our system allows multiple users to roam freely across a large space while experiencing seamless, high-quality content. 

One of the most powerful ways we’ve been able to illustrate these improvements recently is through our collaboration with The VOID, a hyper-reality experiential entertainment creator, to generate the most immersive VR experience yet. Using our highly reliable wireless system, we ditched the 22 pounds of equipment previously needed to provide such photorealistic quality visuals and moved heavy processing loads into a wireless network, or edge computer. 

Jacobs explained that the breakthroughs The VOID and XCOM Labs demonstrated also apply to enterprise applications, not just entertainment. 

“The experiences before were driven by the fact that you had this very heavy backpack on and power consumption was very high,” Jacobs said. “You had this big block of a battery that you had to carry around and it only lasted for about 30 minutes. Now, you’re going to be able to have extended experiences without sacrificing image quality.”

AWE attendees were transported from the 144-square-foot demonstration stage into a hyper-realistic experience that tapped into a variety of sensory details including, sight, sound, motion, and temperature. As users freely roamed the virtual space, they could interact with each other as well as the environment around them, without experiencing lags or sacrifices in the 4K video quality at 90 FPS with up to 400 Mbps per user. 

These next-level immersive enterprise environments enabled by our wireless technology include learning and specialized training to industrial automation, smart warehouses, and even telemedicine. 

“An expert at a remote facility will be able to instruct a novice who is doing surgery in the field, able to point out where that person needs to make incisions or do various procedures,” Jacobs explained. “The novice can even stand inside the avatar of the expert and follow their motions.”

Our system is designed for those who need the highest reliability to support their XR use cases, ensuring that wireless throughput and latency are never the limiting factors that curb human imagination. 

At XCOM Labs, we believe in unlimited possibilities and delivering the unexpected. Interested in learning more about how our next-generation wireless technology can elevate your XR experience? Contact us, today!





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Cindy Mallory appointed as Co-Chair for VRARA Enterprise Committee

We are thrilled to have Cindy Mallory help with our Enterprise Committee.

The VRARA is happy to announce that Cindy Mallory is joining the VRARA Enterprise Committee as Co-Chair.  

Cindy is an eclectic technologist that focuses on the frontier technologies forming the metaverse. Cindy champions data-driven design and accessibility for blockchain and XR. She has shipped video games and virtual reality, given her voice to an AI mecha, and currently strategizes on enterprise and real estate deep tech projects while serving as the NY Chapter President for the VR/AR Association and on the SXSW Pitch Advisory Board.

As an avid participant in the committee meetings, forums, and events, Cindy hopes to bring together experts and enthusiasts to discuss best practices, the evolution of work, adoption trends, accessibility, security, onboarding, and much more in the upcoming months.

4 Key Learnings from the VRARA Enterprise Forum 2022

by Jennifer Pastega

The Motive team was excited to attend the VRARA Enterprise Forum on July 21st, 2022. The event brought together industry-leading organizations interested in ideas surrounding enterprise digital transformation through immersive technologies.

As we all have experienced, the last few years have brought new changes and challenges to organizations. After attending the event, four themes stood out:

VRARA Enterprise Forum Key Learning 1

Hybrid is here to stay

The COVID-19 pandemic caused us to shift our workspaces from desks at the office to desks at home, forever changing the way we work. Before the pandemic, a Gallup study found that 32% of employees preferred working remotely compared to 60% who preferred working entirely on-site. After getting a taste of the flexibility that came with working from home, the number of employees preferring remote work jumped to 59%, with only 9% preferring entirely on-site. To remain competitive, companies need to provide hybrid work options.

The pandemic showed us that working from home and staying connected is possible. Even though many organizations have given the green light to return to the office, remaining flexible with options to meet in person is something that will continue. In his session on why the future of industrial work is immersive, Mark Wenzowski of Virtalis stated that 74% of American companies are using or plan to use a hybrid environment.

Sessions at the event echoed the complementary nature of virtual reality and hybrid work. This new hybrid-focused work environment benefits those interested in VR training. Given the ease of transporting headsets, training can occur no matter where an employee is. Using Motive, organizations can replicate their work environments using CGI, meaning employees can practice the skills they need in a familiar environment. Trainees no longer need to be on-site to complete their training.

VRARA Enterprise Forum Key Learning 2

Out of the Proof of Concept (POC) phase

The next trend we’re seeing take hold across the enterprise is a move away from PoCs and towards full-scale enterprise-wide deployments. With use cases continuing to expand and meaningful data readily available, there is no longer the need to prove that the technology works. 

In his opening remarks, Mark Grob, Head of Immersive Technology at UPS and Co-Chair of the VRARA Enterprise Forum, shared that the enterprise customer is now laser-focused on four key areas: security, automation, ease of deployment, and developing solid partnerships with solution providers. 

While immersive technology continues to progress, customers across healthcare, aviation, and government have all shared similar needs when looking at the wide-scale adoption of immersive technology solutions. 

With incredible competition popping up in the space, solution providers looking to carve out their competitive advantage should focus on listening to the needs of their enterprise customers. They can look to more robust security standards like SOC 2 compliance, seamless login experiences through SSO, and integration with internal systems like learning management systems. 

Motive is proud to have security and scalability at the heart of the platform, including SOC 2 Type II compliance and industry-leading integration support.

VRARA Enterprise Forum Key Learning 3

No code and low code tools 

Attendees of the event were also excited about no code and low code tools for building XR environments and scenarios. To meet the growing demand for AR and VR applications, non-technical users need the ability to author content. This ability gives power to those who understand the training and learning objectives and transforms how VR training is created. These tools already exist thanks to cutting-edge solutions made by innovative teams like Motive.

No code and low code tools substantially benefit learning, innovation, and XR teams looking to create XR projects. These tools transform the speed and cost of application development and help scale XR across an organization.

With these tools, individuals with no coding experience or technical expertise, be it SMEs or instructional designers, can quickly develop, change, and deliver XR experiences. Percy Stocker of TeamViewer emphasized that “drag and drop tools make it easy and interesting for non-technical users to develop the content of the future.”

It may seem natural to think that developers see these tools as threats. However, that’s not the case. Developers see no code and low code tools as the perfect partner to help them save time while working under pressure. There’s no wonder why a Gartner report forecasted that by 2024, low-code adoption will comprise 75% of global software solutions. 

VRARA Enterprise Forum Key Learning 4

The data to back it up

Lastly, it’s clear that we have a level of data that wasn’t available before. In the early days of VR training, we all looked to the same few studies to evaluate the return on investment. While these studies were powerful, for most organizations, seeing transformational change was aspirational rather than concrete. In 2022, we now have hundreds of references to look to. 

Organizations using and scaling their VR training consistently see faster training times and cost savings, sometimes in the tens of millions of dollars. Oberon Technologies Chief Marketing Officer Vi Kellersohn shared in their experience that companies have saved 30% to 70% of costs on average by using VR training. Mark Wenzowski from Virtalis reported that organizations had experienced a 40% decrease in training costs when using VR training.

These significant returns on investment are now commonplace. A bigger divide is forming between companies that harness the power of VR training and those that do not. It’s officially a competitive advantage. While VR technology continues to advance, it’s a better time than ever to tackle your first VR training project or take your POC and begin to think about scaling.

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Recap of our VRARA Enterprise Forum 2022 by the Media (ARPost)

The VR/AR Association Enterprise Forum 2022: What to Make of the Metaverse

XR solution providers and enterprises using (or exploring) XR met virtually yesterday, July 21, for the VR/AR Association Enterprise Forum 2022. The six-hour marathon event covered a number of important topics, and not all sessions could be covered in this article.

One important question: Is there an enterprise metaverse and should anyone care?

The M Word

Mark Gröb, VR/AR Association Enterprise Committee Co-Chair and Head of Immersive Tech Center at UPS, started off the event with some observations from working with enterprises and XR solution providers. These observations hinted at both growth and challenge in the rapidly maturing market.

“Generally, in enterprise, no one is really exploring anymore. It’s not about [minimum viable products] and [proofs-of-concept], it’s more about well-thought-out solutions,” said Gröb. “Enterprise is starting to expect XR to meet all of the requirements of standard technologies.”
“Everyone in enterprise is basically rolling their eyes at the M word,” said Gröb. “The understanding is that the M word is not applicable to enterprise.”

The extent to which the metaverse is applicable to enterprise was a topic of discussion in “Leap into the Industrial Metaverse” by Percy Stocker of TeamViewer. Stoker expressed acceptance generally, but with caveats in some enterprise applications.

“The question is, if you’re a business… is this for me? What are my touchpoints in the metaverse?” said Stocker. “About 80 percent of the world’s workforce are deskless workers and the question is do we want to leave them out of this? Of course we don’t.”

Transitional Technology

Stocker then posed that while most conversations about the metaverse involve complete virtual environments and VR, augmented reality plays a role too. Further, while enterprise-ready AR and MR headsets are out there, more widely available connected devices are also important.

“The good thing is that it doesn’t matter where you start, you can scale from there,” said Stocker. “We see phones and tablets as a transitional technology. Of course, companies have lots of those, they’ve already invested a lot in that technology.”

The hardware can be transitional, but so can the software. This was a recurring point for Mark Wenzowski of Virtalis in his talk, “Why the Future of Industrial Learning Is Immersive.”

“You don’t have to build something big with all of the bells and whistles right out of the gate,” said Wenzowski. “Build something small and utilize it.”

The Challenges of Scaling

Scaling from tablets and smartphones would be a theme through a number of talks at the event. It was directly tackled by Chris Verret in his talk “From Warfighter to Workforce – Modernizing Critical Training with VR.” Verret is the President and co-founder of HTX Labs, an immersive education and training company.

“Many customers in the private sector have problems taking concepts and proofs-of-principle in XR and actually scaling them,” said Verret. “A lot of times, you have to trade immersiveness for scalability. We’ve seen that time and again in defense and in commercial enterprise.”

The problem of scale featured in many sessions but was the primary focus for Luke Wilson in his talk “Scaling to Thousands of Devices.” Wilson is the CEO and founder of ManageXR, a mobile device management (MDM) company dedicated to VR headsets. While AR can be used on phones and tablets, robust VR requires its own headsets.

“Whether or not VR can be adopted is a question of whether or not VR can be scaled,” said Wilson. “The challenges of scale are preventing the adoption of this technology.”

Just like some companies try to explore XR using existing devices, some companies try to use familiar MDMs, which typically don’t optimize for headsets. This was the focus of “Why Legacy MDMs Are Failing Companies Today in XR” by Brad Scoggin, founder and CEO of XR MDM company ArborXR.

“An XR-specific MDM is absolutely a must if you’re dealing with ten or more headsets,” said Scoggin. Scoggin also pointed out that using the wrong MDM on an early XR project can have long-term consequences in a company, saying, “VR is like a lot of things in life – you only get one chance at a first impression.”

Community and the Metaverse

Some companies don’t adopt or scale XR because of a bad first impression or because they don’t understand it or how it benefits their business. Others don’t because they just never will. At least, that was the stance of Oregon Reality Lab Director Dr. Donna Davis in her talk “My Work Avatar: Harnessing the Power of the Metaverse for Marketing and Communication.”

“Right now, we’re in the moment on the adoption curve where there’s a lot of mistrust,” said Davis. “There are people that will never embrace it, and that’s okay. We don’t need them. Let those people go.”

Davis is one of those people that believes that the metaverse is relevant to enterprise, but only those who recognize the opportunity. According to Davis, it’s not about engaging with the tech, it’s about engaging with the people.

“At the end of the day, community is what we can do with the metaverse,” said Davis. “How do we build community? That’s where the magic happens with marketing and communications.”

Community in the metaverse was also a topic for Liquid Avatar Technologies CEO David Lucatch in his talk “Bringing Enterprises, Non-Profits, and Cause Marketing Together in the Metaverse.” Lucatch touched on the idea that we will have avatars, but so will embodied AIs that will be employed by companies but also – potentially – by bad actors.

“Our avatars will be our interactive mediums, so it will be very important to understand that that avatar is being managed by a real person,” said Lucatch.

Panels Round Off the Day

The day ended with two panel discussions. These tied together a lot of the strands from the day’s sessions.

XR as an Enterprise Onramp to the Metaverse

The final event of the day circled back to the first discussion: Is there a place for the metaverse in enterprise? This panel discussion suggests that it may be early, but this seems to be the direction in which things are headed.

“Right now, every company has a dedicated web team, and I see a world where that translates into XR,” said NYU’s Immersive Tech Developer Andrew Strapp. “Right now, content is king – and content is everything in VR.”

The panel also discussed what happens when companies take the onramp to the metaverse – but they’re used to driving county roads. Starting off with phones and tablets can help but it can also be a hindrance, according to ATS emerging technology strategist Cindy Mallory.

“One of the hurdles that you have in introducing people to VR, especially in enterprise, is that people are so used to these pinch, swipe, tap interfaces,” said Mallory.

Enterprise Adoption of XR

In the end, a lot of the questions that plague XR generally are naturally also a problem for XR in enterprise. These systemic things need to be addressed, including accessibility, security, and the difficulty of producing content.

“We need to make it easier for developers, but also for the end users to consume content,” said Blippar CEO Faisal Galaria. “This interoperability issue needs to be solved.”

For a day dedicated to discussing technology, technology needs to take a back seat in order for larger things to happen. That was the idea presented by Dev Khoslaa of XCOM Labs.

“In order to drive ubiquity, it’s going to be important to drive scale to unlock seamless mobility,” said Khoslaa. “We need to take technology impediments out of the equation.”

Of course, the answer might really be more technology. Or at least, different technology. The solution to the problems of XR might lie in other emerging technologies. That was the position of 21iQLabs CEO Vivek Chhabra.

“The key to solving this is to marry WebXR to Web3 technologies,” said Chhabra. “Web3 consolidates these technologies to bring it toward a metaverse phenomenon.”

For all of the technology that is thrown at the problem, there will still be human questions that need human answers. Like, who “owns” a shared experience.

“There’s really no law that gives us a clear answer on that,” said Lyn Dee, founder of Four.

“And we don’t own that, we just wield it,” added Jessica Cobb.

Worth Paying Attention

If you are in enterprise (and missed the summit), hopefully this was a thrilling article. If you aren’t in enterprise and read along until the end, chances are that you understand the importance of things like “onramps to the metaverse.” Tech often makes its way through enterprise to the rest of us – even when the rest of us set the social stage for it in advance.

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Highlights from our VRARA Enterprise Forum 2022: We had 1370 attendees from 70 countries

Thank you everyone who participated in our annual VRARA Enterprise Forum! We had over 1370 attendees from 70 countries, and 50 speakers from around the world. We presented disruptive ideas and ground-breaking insights about Metaverse for the enterprise, digital twins, and digital transformation using immersive tech! Plus, many meaningful connections were build during our famous networking!

Here are the top highlights:

Speaker lineup included;

  • Paul Jacobs, CEO and Chairman, XCOM - Extending Reality (Keynote)

  • Brad Scoggin, Co-Founder & CEO, ArborXR - Why legacy MDMs are failing companies today in XR

  • Vi Kellersohn CMO, Oberon Technologies - Identifying the ROI of VR Training for Your Business (Exelon, Schlumberger)

  • Hans Elstner, CEO, rooom - Unleash the power of the metaverse

  • Rolf Illenberger, CEO, VRdirect - How Enterprises can master the fragmented Metaverse ecosystems (Siemens, Nestle and Bayer)

  • Matias Koski, Immersal (Hexagon) - How can Augmented Reality be used in industry solutions?

  • Guido Helmerhorst, Co-founder & CGO, Warp VR - Training through 360VR stories results in mastery (Shell, ASML, Dutch Railroads, Erste Bank)

  • Liang Guan GM, Rokid - Rokid AR Total Solution for Enterprise

  • Donna Davis, PhD Director, Oregon Reality (OR) Lab, University of Oregon - My Work Avatar: Harnessing the Power of the Metaverse for Marketing and Communication

  • Casey Sapp, CEO, Blue Ring Imaging - Enhanced ROV Performance Using Mixed Reality HUDs (multiple U.S. Dept of Defense contracts and commercial clients)

  • John Lin, Founder & CEO, Xvisio Technology - Introductions to SeerLens One AR Glasses, Transforming Immersive Experiences for Work and Life

  • Chris Verret, President, HTX Labs - From Warfighter to Workforce - Modernizing Critical Training with VR (US Air Force)

  • Clint Kling, South Dakota School of Mines and Technology - VR: The New Age Training (CAT projects)

  • Panel: (1) Nina Hoch Founder, Recalibrate XR (2) Faisal Galaria, CEO, Blippar (3) Lyn Dee, Founder, Four (4) Jessica Cobb, Founder, Mission Control Lab - Enterprise Adoption of XR: Trends and Challenges

  • Abdul Rehman, ICESCO - Businesses in ICESCO member 54 countries and the MENA region are becoming increasingly interested in learning how to make the metaverse

  • Panel: Cindy MalloryEmerging Tech Strategist, ATS - XR as an Enterprise Onramp to the Metaverse

Paul Jacobs's XCOM Labs to keynote at our VRARA Enterprise Forum on July 21

Check schedule for VRARA Enterprise Forum on July 21 event website here

XCOM Labs was founded by Paul Jacobs in 2018 with a team that has a proven history of building businesses and setting industry standards and is leading the development of next generation mobile technology solutions specializing in innovative wireless system design and hardware/software for future of compute-heavy applications that rely on high-throughput computing and low latency telecoms.

XCOM Labs patented technologies leverage licensed and unlicensed spectrum for seamless processing through edge computing that can deliver a truly immersive and agile VR/AR system fit for business, entertainment, and more. They are enabling seamless and secure mobile XR experiences as well as ultra-high performance 5G and next-gen networks for:

• Remote collaboration 

• Industrial automation

• Learning + specialized training

• Smart warehouses / buildings

• Autonomous vehicles / drones

• Visualizations

WITH OUR MOBILE XR PLATFORM, YOU CAN CREATE EXPERIENCES THAT SIMPLY WEREN’T POSSIBLE BEFORE XCOM.

— Paul Jacobs, CEO

XCOM’s lineup of telecommunication technology patents improves efficiency tenfold, according to the firm. The San Diego-based company also supports industry 4.0 by supplying worksites with 60GHz millimetre-wave band infrastructures.

XCOM’s waveband is a low-latency wireless system that allows worksites to commit to digital transformation by building the infrastructure required to deliver real-time 3D content (RT3D) to augmented, virtual, and mixed reality (AR/VR/MR) wearables.

Additionally, XCOM stated its waveband technology supports enterprise-grade Metaverse platforms and integrated edge computing.

Highlights from our VRARA Education Forum 2022: Top Sessions & Speakers. 1500+ attendees from 75 countries, 100+ schools/orgs, 50+ vendors

Thank you everyone who participated in our annual VRARA Education Forum hosted by our Education Committee and special thank yous to our event sponsors!

Below are some of the highlights from our Forum!

Let’s continue the discussions and collaboration during our weekly Online Meets!

Download our new VRARA Sports and Fitness featuring top companies

Foreword by Alen Paul Silverrstieen, President & CEO, ImagineAR

Due to the Pandemic starting in 2020, Sports and Sport's related market has been significantly impacted, transforming the way the sports team and leagues engage with fans to drive revenue. On-site fan attendance was reduced considerably during the pandemic, and fans discovered new alternative online entertainment, including e-sports, virtual worlds, tokens, NFTs, and online streaming. Even when fans were finally allowed to attend live sporting events, many continued pursuing their newly formed sports engagement habits during the pandemic at home. In 2022, sports teams and leagues are testing new dynamic, immersive strategies to lure fans back to live competitions in the stadium, spend money on team merchandise, and provide team sponsors with a measurable ROI.

Mobile Augmented Reality has become one of the key strategies to provide an immediate entry into the Metaverse for sports teams and leagues to engage fans with immersive and interactive activations. Leveraging an integrated SDK (Software Development Kit), such as the ImagineAR native IOS & Android SDK, into an existing mobile app delivers instant global engagement, including Player Holograms, AR Treasure Hunts, Sweepstakes, and Visual Image Activation. Brazilian Football 3X 2022 Champion – Clube Atlético Mineiro – experienced a 3000% increase in daily mobile app downloads when they launched immersive AR campaign integration in 2021.

The AR market has been forecasted to grow exponentially in the next few years. Sports will be a significant area where it will be used to build a fan community and ultimately drive new revenue opportunities. AR should be considered another central digital engagement channel, like social media, to provide fans with new interactive activation they want to engage with and instantly share with their community. As 5G Wireless becomes more prevalent in stadium and arena infrastructure, AR can be more interactive, immersive, and seamlessly integrate the physical and digital world experiences.

Additionally, many sports teams have implemented VR to improve player skills training using game simulation applications. Leveraging VR, players can consistently improve their reaction to specific plays and game situations by retraining their reflexes.

Using AI, players can analyze their particular body movements to understand optimization and areas requiring improvement. Technology has started to impact player on-field performance and will continue to expand globally and improve player's gameday performance.

We expect 2022 will be the year AR will be a permanent digital strategy for sports organizations to deliver immersive fan engagement and create new profitable revenue streams for the future.