Recap of our meeting with US Army on Navigating Defense Procurement for XR

We had an excellent online session with a US Army representative hosted by Lynn Welch with 40 academics and professionals.

Navigating Defense Procurement: VR/AR Acquisition, Requirements, and Contracting Process

Insightful session delving into the intricate world of defense procurement specifically tailored for virtual reality acquisitions. In this session, we explored the unique challenges and opportunities associated with procuring virtual reality technologies for defense applications. From defining precise requirements to navigating the complex contracting process, this session will provide invaluable guidance for industry professionals, government officials, and technology enthusiasts alike.

Participants received insights into the defense procurement landscape, offering practical strategies for effectively identifying, evaluating, and acquiring virtual reality solutions. Through real-world case studies and best practices, attendees gained a comprehensive understanding of the key considerations involved in every stage of the procurement lifecycle.

Recap of our Grants as a Growth Strategy session

We had an excellent online session with Ashley Pereira hosted by Carlos Ochoa with 60 academics and professionals.

Ashley is specialized in helping K-12 STEM and CTE education change makers turn their vision into validated success. With a deep-rooted passion and proven track record in advancing STEM education, I've led pioneering learning experiences since 2008, positively impacting nearly 4 million learners. My expertise lies in leveraging synergies between people and systems to not only prove but enhance the impact of STEM, career readiness, and immersive tech through grant funding and program evaluation. Bringing a commitment to excellence and mind-blowing efficiency, my specialized package offerings are delivered with swift, actionable insights, enabling your organization to quickly prove and promote the power of your program or product.

Each year millions of dollars in grant funding are awarded for education programs. In this presentation Ashley Pereira, Founder & CEO of Greater Good Consultants LLC, will share inside tips on how to find grant funding and utilize it within your growth strategy - for both for-profit and nonprofit organizations! Learn the basics of grants, the best FREE grant research databases to find opportunities, and how to screen leads to identify the best fits.

The meeting covered various topics, starting with the VR/AR Association Education Committee's focus on producing a white paper about exercise in education to offer insights to newcomers, emphasizing innovation, collaboration, and equity. Ashley Pereira shared insights on grants and funding, highlighting the importance of grants for both for-profit and non-profit organizations, with a focus on the US but globally applicable practices. The discussion also delved into identifying funding sources, grant research, and screening processes, emphasizing the need to target local areas for increased success rates. Ashley provided tips on grant writing and evaluation plans, while discussions on finding partners for grant applications and challenges in securing funding were also addressed. The meeting touched on the Erasmus project training program, challenges in education-industry collaboration, and the VR education market, highlighting the importance of collaboration, content creation, and immersive learning experiences. Lastly, insights on federal grants were shared, with a decision not to recommend pursuing them for early-stage organizations due to complexity and time commitment.

Topics & Highlights

1. Discussion on VR AR Association Education Committee

  • importance of producing an index with insights to help new generations in VR AR education.

  • concept of ICE (Innovation, Collaboration, Equity) as key focus areas for the committee.

  • importance of the white paper about exercise in education, recording sessions, and the growth of the VR AR Association Education Committee.

2. Discussion on Grants and Funding

  • grant discussion applies to both for-profit and non-profit organizations, with a focus on the United States but with globally applicable practices.

  • the concept of grants as free money, typically awarded to non-profit organizations, but also discusses how for-profit companies can utilize grants as a sales and marketing tool.

3. Identifying Funding Sources and Grants

  • various types of funders, such as corporate foundations, private foundations, public foundations, and associations. She emphasized the importance of aligning criteria with funders' criteria to increase the chances of success in grant applications.

4. Finding Grants and Funding Opportunities

  • importance of knowing what to ask for when seeking grants, whether for general operating expenses or specific programs. She highlighted the use of free databases to find suitable funding opportunities.

5. Grant Funding Database Demo

  • demo of using a free grant funding database to search for funding opportunities for educational projects, highlighting the availability of federal, private foundation, and national grants.

  • benefits and limitations of free grant databases, mentioning higher competition due to ease of access and the recommendation to consider paid software for more targeted searches.

  • funding needs for the project involving a virtual reality experience of being embodied in Rosa Parks, discussing the historical empathy and implicit racial bias reduction goals.

6. Grant Research and Screening Process

  • importance of targeting local areas for funding requests to improve success rates.

7. Grant Writing Tips and Evaluation Plans

  • significance of research, tailored requests, and robust evaluation plans in grant writing to enhance the chances of success.

8. Finding Grants for Educational Programming Worldwide

  • paid database Instrumental as a comprehensive option for finding grants worldwide, highlighting its robust features and high cost.

  • sharing the expense of the paid database among a group of organizations, with examples of successful collaboration shared by participants.

  • concerns about the complexity of grant processes in Europe, emphasizing the challenges in creating consortia and the lack of focus on real market impact.

9. Finding Partners for Grant Applications

  • advice on finding partners for grant applications, emphasizing the importance of networking, chambers of commerce, and university connections.

10. Challenges in Securing Funding

  • concerns about the need to align grant funding with real market benefits to avoid wasting money and effort. He highlighted the trend of companies disappearing within a few years due to lack of customers despite receiving grants.

  • detailed information on different types of funding available in the European Commission, including the Horizon Project, Erasmus, and indirect projects promoting regional collaboration. He mentioned specific grant amounts, eligibility criteria, and the competitive nature of securing such funding.

11. Erasmus Project Training Program

  • history of an Erasmus project aimed at training teachers in vocational training and universities on XR and VR technology due to the gap in skills in the industry.

  • concerns about the lack of dissemination and sharing of experiences from the project, emphasizing the importance of collaboration and sharing knowledge.

12. Challenges in Education Sector and Industry Collaboration

  • concern about the gap between industry needs and education sector trust, highlighting the wasted time and money in training experts. Ashley agrees, emphasizing the importance of funding to bridge the gap and the need for program evaluation to prove impact.

  • challenges in the education sector and industry collaboration, mentioning the lack of understanding in using technology, the variety of available technologies with different price points, and the need for software developers and investors to support educational initiatives.

13. Challenges in VR Education Market

  • saturation of the market with equipment, high price points for VR education software, and the disconnect between selling workforce solutions and actual affordability.

  • lack of interest in VR solutions in education, citing the example of receiving grants and funding but minimal response from schools due to the perceived nature of the problem as a 'first world problem.'

  • challenges in education, including internet connectivity issues in rural areas, lack of device access for VR solutions, and the political and money-driven nature of the education sector.

14. Collaboration in Education

  • highlights the significance of collaboration in education, pointing out that individual efforts may not effectively address the overarching problems, and stresses the importance of working together despite financial constraints.

  • Multiple speakers discuss the value of content over technology in education, sharing experiences from past projects and emphasizing the need to focus on content creation and collaboration.

15. Virtual Reality in Education

  • Carlos mentioned the use of 360 videos from National Geographic in Iceland to understand the value of preserving the environment and emphasized the simplicity of VR experiences using minimal devices.

  • The discussion touched upon the challenges of creating digital content for VR, the need for standardized platforms for content creation, and the potential for immersive learning experiences to enhance education.

  • goal of bringing VR to education and training, highlighting the importance of developing strong content to drive adoption and make a positive impact.

16. Discussion on Federal Grants

  • concerns about pursuing federal grants, seeking advice from Ashley on whether it's worth pursuing for early-stage organizations without prior grant experience.

  • decision not to recommend pursuing federal grants due to the extensive time commitment and complexity involved, suggesting a different approach of starting small and building partnerships before approaching funders.

Recap of our Enterprise meeting with Morgan Stanley, Microsoft MVP

We had a good online session hosted by Cindy Mallory with Morgan Stanley and Microsoft MVP and 30 executives.

The meeting focused on crafting inclusive futures through leadership, enterprise leadership, and open source ideals, with insights shared on the evolution of VR, AR, and immersive tech in the enterprise sector. Concerns were raised about challenges in implementing immersive tech in the enterprise finance sector due to industry conservatism and regulatory constraints. The influence of open source on immersive tech adoption and development, security and privacy concerns in enterprise settings, emerging trends in VR and AR for large companies, and the impact of spatial computing and immersive tech on traditional industries were also discussed. Leadership qualities for driving innovation in immersive tech, trends in immersive technologies, and the role of Asian philosophy in enterprise adaptability were highlighted, emphasizing the importance of practical involvement and strategic surprise announcements.

Topics & Highlights

1. Discussion on Crafting Inclusive Futures through Leadership and Open Source Ideals

  • topic of crafting inclusive futures through leadership, enterprise leadership, and open source ideals.

  • evolution of VR, AR, and immersive tech within the enterprise sector, comparing it to the early stages of mobile phone technology.

2. Impact of Immersive Tech in Enterprise Finance Sector

  • challenges of implementing immersive tech in the enterprise finance sector due to the conservative nature of the industry, average age of participants, and regulatory constraints.

3. Influence of Open Source on Immersive Tech at Enterprise Scale

  • challenges faced by enterprise companies, especially in the financial sector, due to heavy regulations when adopting open source technologies for immersive tech.

4. Security and Privacy in Enterprise Settings for Immersive Technologies

  • challenges of security and privacy in enterprise settings for immersive technologies, emphasizing the importance of running everything locally on-premise to ensure security and privacy. Mention of avoiding cloud rendering solutions and focusing on vendors who can run in a local data center.

5. Emerging Trends in VR and AR for Large Companies

  • Discussion on the evolution of VR and AR technologies, including trends towards lighter devices, contact lens-based headsets, and retina modifications. Mention of challenges related to battery life in VR and AR devices.

  • Conversation about the importance of battery technology in VR and AR devices, with a mention of a startup pitching a solution for batteries that extend longevity.

6. Spatial Computing and Immersive Tech

  • technologies like VR, AR, and spatial computing are already transforming businesses, with examples of immersive experiences in shop windows and the potential for interactive digital environments.

  • evolution of design in technology, from mimicking the real world to neuromorphic design, and the future potential of spatial computing to offer unique experiences beyond reality.

  • insights from his experience at Morgan Stanley, emphasizing the importance of starting with small projects in VR and AR to build knowledge and experience within the enterprise.

7. Leadership Qualities for Driving Innovation in Immersive Tech

  • need for leaders in immersive tech to be brave, hands-on, and willing to engage with the technology, highlighting the importance of practical involvement in development and management.

8. Trends in Immersive Technologies and Open Source Communities

  • potential convergence of quantum technology with immersive tech, emphasizing the importance of advancements in quantum chips for smaller, energy-efficient devices. He also highlights the contributions of open source communities like MRTK and the Open Metaverse Foundation in standardizing technologies and addressing legal challenges.

9. Asian Philosophy in Enterprise

  • Asian philosophy Dokeshi no Michi, focusing on concealment, misdirection, and leveraging surprise for adaptability and agility in enterprises. He also mentions Apple's secrecy as part of their competitive strategy.

  • importance of being able to make surprise announcements like Apple does, as a special competitive advantage in strategy.

Summary from our Spatial Education Unleashing 3D Active Learning

Pau Guardiola presented at our Online Session about Spatial Education Unleashing 3D Active Learning.

Pau Guardiola discussed special education and 3D active learning, emphasizing the use of XR technologies in education. He showcased examples of spatial education and highlighted the importance of active learning and quick feedback. The speaker also discussed the use of VR technology for training purposes and the application of virtual reality in deliberative polling. The evolution of avatar technology and the potential of AI avatars for personalized education were also discussed. Future technologies, OpenAI's new feature, immersive learning research, VR and AI integration, and concerns about AI hallucination and reliability were addressed. The participants expressed their wishlist for an education-focused VR platform and discussed collaboration and managing the VR environment. The importance of engagement and immersive experiences in the virtual environment, as well as the potential of generative AI, were highlighted. The novelty effect in research and healthcare credentialing in VR were also mentioned.

Spatial computing and AI in education

  • problem of decreasing student engagement and the impact of technology in the classroom.

  • example of spatial education using a QR code to overlay a 3D model of the human heart on educational material.

XR in Education

  • goal of engaging students in class using XR technologies and introduces the team 'You Can Extend It, Relate It Up'. They collaborate with professors and design educational experiences. Research projects are conducted to measure the effectiveness of these experiences.

  • research projects on XR in education and invites the audience to be active participants using the Slido application.

  • importance of active learning and introduces Slido as a tool for quick feedback from students.

  • concept of spatial computing and its relevance in education for teaching and learning 3D concepts. He discusses the natural evolution of the internet and the potential revolution in classrooms.

  • examples of spatial education applications in the classroom and invites the audience to share their understanding of spatial education.

Learning spatial computing in the metaverse

  • here is no correct answer to a question, but all answers could be correct, highlighting the fascinating nature of the technology.

  • examples of using VR technology in dentistry and CPR training, showcasing the increase in engagement and performance observed in the VR groups.

  • examples of using 3D spatial techniques, including recreating a technique for taking off a helmet, recording a rescue operation, and reconstructing drone footage.

Virtual Reality Training

  • use of virtual reality technology for training purposes. They explain how they reconstruct real scenarios using drone views and 3D reconstruction software. They also mention the use of realistic makeup for creating victims and the application of Polycam and Spatial for recreating spaces and scenarios. The speaker emphasizes the importance of providing realistic training experiences to prepare students for real-life situations.

Deliberative Polling in the Metaverse

  • work with the Deliberative Democracy Lab to apply virtual reality technology in deliberative polling. They explain the methodology of deliberative polling and how it aims to gather public opinion after informed discussions. The speaker mentions conducting deliberative polling in person and online due to COVID-19. They express their goal of bringing deliberative polling to the metaverse and highlight the positive experiences they had with conducting it in virtual reality.

Discussion about Meta-Res Technologies and Avatars

  • meta-res technologies can be better than two-dimensional groups of discussion and talks.

  • evolution of avatar technology, mentioning that they have become more realistic over time.

  • metaverse is moving towards a more realistic experience, which may have consequences for harassment and bullying.

  • potential of AI avatars for personalized education and internationalizing educational material.

  • creation of a metaverse and showed a space where virtual soccer and football can be taught.

  • capabilities of the tool, including screen sharing, sharing of videos and images, and the ability to accommodate up to 50-45 students at the same time.

Discussion about future technologies

  • future technologies, including the ability to have AI, the democratization of creating metaverse experiences using AI, the development of a special classroom, and a project in Mozambique and Uganda to have classes in VR with Spanish and Stanford professors.

Discussion about personal avatars and AI assistants

  • A participant raises a concern about personal avatars and AI assistants. The speaker discusses their experience with personalized AIs and training an AI agent. They also mention a research project involving feeding an AI with polls.

OpenAI new feature

  • OpenAI new feature that allows users to create their own AI by paying a monthly fee of $20. He mentions that the AI can be trained with user data and customized. The feature has been found very useful.

Immersive learning research

  • experience with immersive learning research, stating that it has higher motivation and cognitive effects compared to traditional styles. Pau Guardiola expresses interest in collaborating on publications or conducting new research in this area.

VR and AI integration

  • integration of VR and AI. He mentions applications like PolyCam for creating 3D objects based on videos or photos, AI agents that can be deployed in metaverse experiences for real-life conversations, and Wanda VR deploying agents in their metaverse experiences. Pau expresses interest in further collaboration and learning about Michael Crawley's research and projects.

  • concern about some tools not working well and the constant changes in the VR landscape. He asked Pau Guardiola for his thoughts on addressing the challenges of AI hallucination and truth and accuracy reliability.

Discussion about the wishlist for education-focused VR platform

  • dream of having an education-focused VR platform similar to Spatial. He also mentioned the desire to deploy AI avatars in the platform.

Discussion about collaboration and managing the VR environment

  • projects are mostly based on frame VR, which is focused on education. He emphasized the need to train people on how to use the VR environment effectively.

  • concern about people's lack of knowledge and skills in managing the VR environment outside of the educational ecosystem.

Virtual Environment and Engagement

  • importance of creating an open environment in the virtual space where users can enter, get value, and exchange experiences.

  • challenges of understanding the purpose and target in a virtual environment compared to a university setting.

  • importance of engagement and immersive experiences in the virtual environment, particularly with the use of headsets.

  • risk of platforms focusing on different areas, such as video games, education, or enterprise, and the need for users to decide which platform suits their needs.

Generative AI and Democratization

  • excitement about generative AI and its potential to change interactions with technology, particularly in complex scenarios.

  • goal of making interactions as easy as possible, the need to democratize the technology, and the transition from typing to speaking.

Novelty Effect in Research

  • The participants mentioned the novelty effect and the need for more experience and time to study its impact on research data.

  • They expressed excitement about conducting research on groups that are already familiar with using certain technologies.

Healthcare Credentialing in VR

  • work on healthcare credentialing in VR and the research they are conducting on validity and reliability.

  • importance of gathering evidence and real cases to demonstrate the value of these technologies to the industry.

Call for Participation in our VRARA Enterprise Summit 2024: XR, Digital Twin, AI

After our successful virtual event Best of Europe: XR, AI, Immersive Tech on LinkedIn Live (we had 3200+ attendees with 30+ speakers, plus 100’s more watched on X twitter, and Facebook!), we are doing our next virtual event, Enterprise Summit 2024 XR, Digital Twin, AI on LinkedIn Live.. REGISTER HERE!

LinkedIn has 1 Billion users and we expect 1000s to participate in our event! Plus, more than 57M businesses are listed on LinkedIn, and our event will help elevate your brand and get you established as an authority in the industry.

If you would like to sponsor and or speak at this event, please email kris@thevrara.com

See our previous Enterprise Summits:

VRARA Enterprise & Training Forum 2023

VRARA Enterprise Forum 2022

VRARA Enterprise Summit 2019

Summary from our Voice-Enabled VR Activities Reshaping Language Therapy Experiences

Ognjen Todic and Nikola Paunovic from Keen Research presented our online session https://www.thevrara.com/industry-committees on Voice-Enabled VR Activities Reshaping Language Therapy Experiences , with 25+ professionals.

Ognjen Todic provided an overview of Keen Research's voice-enabled VR activities for language therapy, emphasizing the benefits of on-device processing and privacy. The discussion also covered the benefits of local processing, the SDK and customer use cases, and Pragmatica's virtual reality solution for speech and language therapy. Challenges in accessing speech therapy were highlighted, along with the company's business model and future plans. The regulatory pathway, voice data storage, use cases of the solution, integration with existing VR programs, hardware and battery consumption, voice recognition and noise, supported languages, and pricing model were also discussed.

Voice-enabled VR activities for language therapy

  • overview of Keen Research and their software development kit for on-device feature cognition.

  • benefits of on-device speech recognition and how their product, Keen ASR SDK, enables voice-enabling applications locally without the need for internet connectivity.

  • Keen Research develops SDKs for on-device speech recognition.

  • developers integrate Keen ASR SDK in their applications to voice-enable them.

  • privacy and security benefits of on-device processing, ensuring compliance with regulations like HIPAA, COPPA, and GDPR.

  • importance of on-device processing, including offline functionality, network independence, and scalability.

  • advantages of on-device processing, such as privacy, security, and removing dependencies on network and back-end services.

Discussion about the benefits of local processing

  • The speaker mentions the benefits of running everything locally, including no latency, easier customization, and cost or usage-based cloud solutions. They also mention having full control over data and users' data and its use.

Discussion about the SDK and customer use cases

  • SDK and its features, including native SDKs for iOS, Android, and Linux, a web JavaScript SDK in beta, and a Unity plugin. They also mention supporting multiple languages.

  • customer use cases, including Metronic, University of Louisville, Viacom, Paramount, PBS Kids, and Pragmatica, with use cases in education and VR training.

Discussion about Pragmatica's virtual reality solution for speech and language therapy

  • VR solution for speech and language therapy. They mention the positive feedback and traction received for their VR activities.

  • the problem they are trying to solve, which is the limited availability and high cost of speech therapy for children with communicative disorders.

Challenges in accessing speech therapy

  • The average cost of speech therapy is $150 an hour, which can go up to over $250 an hour in metropolitan areas. Some waitlists for appointments can be as long as 6 to 12 months, and even longer due to the COVID-19 pandemic.

  • The core product is virtual reality activities that allow individuals to practice their communication skills independently. These activities are professionally curated and tailored for clients.

  • The company's solution is to create virtual reality activities that mimic speech therapy sessions, allowing individuals to practice their communication skills at home. This solution aims to provide immediate intervention and overcome the barriers of cost and availability.

  • The advantages of the virtual reality product include the use of Keen Research's voice recognition technology, custom tips and personalized feedback, and the immersive and transferable practice it offers. Virtual reality allows for hands, head, and gesture tracking, which is beneficial for individuals with autism.

Business model and future plans

  • The company's business model involves selling the product as a subscription plan for $150 a month, providing access to all virtual reality activities and the data dashboard.

  • The company is based in Canada and plans to expand to the US market. They have competitors in the VR therapy space but highlight their product's autonomy and voice recognition capabilities as unique advantages.

  • The team plans to finish stage one of their marketing strategy by the end of the year and move on to stage two, which includes ad spend, digital marketing, and social media. They also discuss the need for seed funding by September 2025.

Regulatory Pathway

  • the regulatory pathway for the company's intervention in the field of suicide prevention and clinical trials. Karthik explains that FDA approval is not mandatory in speech and language therapy, but they are looking into regulatory approvals for insurance purposes. The main concern is data privacy.

Voice Data Storage

  • where the voice data is stored. the processing happens locally on the device and there doesn't need to be a recording on the device. However, there is an option to store the recording if needed.

Use Cases of the Solution

  • traction in EdTech, language learning, entertainment/education, and frontline worker scenarios such as warehouse operations and healthcare procedures.

Virtual Reality (VR) and Audio Virtual Reality

  • concern about the lack of voice communication in her VR research study and asked if it could be integrated with an existing company's VR program.

  • the integration of voice communication into an existing VR program would require the company to integrate their SDK.

  • a Unity plugin, but the integration with an existing VR program would require the company to integrate their plugin into their product.

Hardware and Battery Consumption

  • custom hardware, typically Linux or Android devices, can be used for running the recognition locally.

  • the battery consumption during recognition, which varies depending on the CPU and typically takes 20 to 60 percent of a single CPU core.

  • the impact on battery is negligible for most use cases, except for always-on listening scenarios where ruggedized Android phones with stronger batteries may be required.

  • cloud-based services can drain the battery due to Wi-Fi or internet connectivity, making always-on listening in the cloud not feasible.

Voice Recognition and Noise

  • the acoustic models used for voice recognition are trained with noisy data to make them more robust.

  • background noises are typically not challenging for their SDK, but cross talk, especially in situations with multiple people speaking simultaneously, can be harder to handle.

Supported Languages and Adding New Languages

  • the system currently supports English, Spanish, German, and French.

  • models optimized for kids' voices in English.

  • adding new languages is considered straightforward, requiring a lot of speech data. They are open to adding more languages based on business needs.

Pricing Model

  • the company's licensing model and compares it to Azure's pricing model.

  • the trade-offs between the two pricing models and highlights the suitability of their product for larger user bases or environments with unreliable internet connectivity.

Recap of our Best of Europe: XR, AI, Immersive Tech event; 3200+ attendees, 30+ speakers. Watch video recordings here.

Our event brought together key leaders and innovators in the mixed reality and spatial computing space in Europe, offering unique insights and perspectives on the latest developments in the industry. Presenters included Lufthansa, Volvo, Mondelez, Hugo Boss, TUV Nord, WURTH, Microsoft, and many others!

We had 30 speakers and the presentations covered Microsoft Mesh, Apple Vision Pro, AI, and so much more! And, we had 3200+ attendees on LinkedIn Live, plus 100’s more on X twitter, and Facebook!

You can rewatch the video recordings here

If you're not a Member yet of our global association yet, see all the benefits and apply here

If you would like to speak at and or sponsor our next event, please email kris@thevrara.com

Other Highlights:

  • Lufthansa presented their solution for Apple Vision Pro

  • Insights from the inimitable Timmy Ghiurau on his overall creative process and how he brought 5 separate silos of VR development at Volvo together under one cooperative vision from a janitor's cupboard.

  • Microsoft Mesh delivering on what Horizon Workrooms set out to do regarding meeting remotely in VR as effectively as in person.

  • 3Spin learning's Noel Ludwig did a very brave LIVE demo of their no code AI powered solution to building VR training scenarios for Lufthansa with a just few clicks of a button and a handful of appropriately-engineered prompts

  • ArborXR's David Burch helping all sorts of VR companies deploy across the world with ease

  • The great-sounding book of Accenture's Nick Rosa: Understanding the Metaverse - a business and ethical guide

  • WarpVR's Danny de Bruijn reminding us of the importance of narrative driven training and wielding a combination of 3 GPT's to handle a) story outlining, b) non-linear narrative development and c) scene-enhancement

  • Areyes's Ivan Pavluchencko opening ar' (sic) eyes to how the future of brand communication may well land at the interface of gaming, AR and ads

  • Dr Rolf's incredible introduction to the all powerful VR Direct enabling consistency and ease of construction of a wide variety of VR projects.

  • Avatarcam's Marcin Klimek ensuring that one's 3D representation in VR space feels personable, conveying the real you as closely as possible

  • General Electric's VERNOVA business doing industrial safety training at huge scale thanks to Virtualware

  • Highligths Source: Richard Lewis

 

See all 30 speakers/presentations here

Aditya Mani appointed as Co-Chair of VR/AR Association Retail Committee

We are thrilled to have Aditya Mani help us lead our community for Retail! Join our weekly online sessions!

Aditya Mani is the founder of the YOLOgram Style: A direct to avatar platform where consumers can style their avatars with branded wearables and share immersive stories to social. He has taken a keen interest in showcasing digital fashion on avatars (both brand ambassadors as avatars and consumer avatars). He has actively participated in the retail & metaverse groups at VRARA and has contributed as an author in industry reports for the groups. He is an advisor in AIXR for the Retail Industry focus and also on the Chair of the Digital Fashion Group of Metaverse Standards Forum. Keenly looking at the digital fashion world from the lens of AR (body tracking), metaverse (persistent embodiments on avatars) and 3d commerce as well as playable commerce (showcasing fashion in gaming platforms). Aditya is also on the Advisory Board of the Metaverse Fashion Council. He also serves as Expert Faculty on the National Institute of Robotics and AI.

I am excited to co-chair the retail committee because the era of Spatial Computing is finally here & retail brands can win in this new world!
— Aditya Mani, Founder & CEO: YOLOgram

Lufthansa Aviation Training and 3spin Learning develop AI-backed crew training with Apple Vision Pro

Get to see Lufthansa speak during our Best of Europe: XR, AI, Immersive Tech event on March 21!

• Vision Pro opens a new chapter in digital training design
• Lufthansa Aviation Training (LAT) is investigating the future of AI-backed training for airline crews
• The benefits of physical and virtual environments are combined in realistic scenarios

In close collaboration with Apple and 3spin Learning

Lufthansa Aviation Training (LAT) is taking crew training to a new dimension. While crew training has traditionally been done analogically and without surprises for students, concepts will evolve significantly in the future with the help of Apple's Vision Pro based on its advanced technology. The jointly developed application will initially focus on interpersonal skills training.

Virtual Reality (VR)

has played an important role in LAT's training routine for several years. Currently, 20,000 training sessions per year are carried out in two virtual reality centers in Frankfurt and Munich, contributing to greater training efficiency and cost savings. The fusion of the virtual world and reality has been limited, but Apple's Vision Pro opens up new possibilities based on available technology.

As the world's first application in the field of aeronautical training

Specific de-escalation training has been carried out for Vision Pro. This scenario is particularly suitable because it allows the simulation of variable situational behaviors of passengers using Artificial Intelligence (AI) taking into account the reactions of the crews. Before the official launch in the US in early February, Apple provided the opportunity to extensively test the designed software.

Spatial computing

The training uses Apple's innovative Vision Pro features in "Spatial Computing" to represent realistic situations in an overlay of the virtual cockpit environment and the real world in the training center. By integrating AI algorithms, the learning content is highly individualized and tailored to the needs of the learners and therefore allows for effective and efficient training.

Trainees receive real-time feedback from instructors, who also have the ability to adjust situations and passenger behavior. The ultimate goal is to individually promote the required competencies of the crews. No two training sessions are the same.

Senior Director of Aeronautical Training Development, Lufthansa Group

“We are excited about the new possibilities offered by Apple's Vision Pro. LAT aims to actively unlock the potential of this advanced technology for aviation training.” (Gilad Scherpf)

Co-founder of 3spin Learning

“The combination of AI and Spatial Computing heralds a paradigm shift for the formation of social skills. Since such courses no longer have to be laboriously programmed thanks to our authoring tool, I expect rapid dissemination of this learning method.” (Thomas Hoger)

The ongoing collaboration aims to validate, further optimize and integrate the concept into existing training concepts. In addition to the initial use case, additional scenarios can be developed and implemented based on the customer's needs in the short term.

See Lufthansa, Volvo, Hugo Boss, TUV Nord, WURTH, Mondelez, others speak at our Best of Europe on March 21

We are looking forward to our Best of Europe: XR, AI, Immersive Tech event on March 21! Our event will bring together key leaders & innovators in the XR, AI, and immersive tech space in Europe, offering unique insights and perspectives on the latest developments in the industry, including spatial computing and Apple Vision Pro. Our speakers include Lufthansa, Volvo, Mondelez, Hugo Boss, TUV Nord, WURTH, and 20+ others.

We are hosting our event on LinkedIn Live. We chose LinkedIn Live as our platform because of the huge reach of LinkedIn, 1 Billion users! We expect 1000s to participate in our event and already have 1800+ registered. You will be able to network and connect with the speakers and attendees during the 3.5 hour event. Participants include Zeiss, Siemens, Airbus, Allianz, BMW, Bosch, Deutsche Telekom, Merck, Meta, Microsoft, Novo Nordisk, Sony, Volkswagen others!

See the Speakers and the preliminary Program, and register here

Featured Speakers include:

  • Gilad Scherpf, Lufthansa Group

  • Timmy Ghiurau, Volvo

  • Gregory Hough & Alison Bingham, Mondelēz

  • Kerem Torun, Hugo Boss

  • Rahel Lorenzen, Sofatutor

  • Silvia Arnoldi, WURTH

  • More to be confirmed soon!

  • And 20+ speakers, see here

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

Thank you, and see you (virtually) on March 21!

See the Preliminary Program & Speakers for our Best of Europe: XR, AI, Immersive Tech

We are looking forward to our Best of Europe, a virtual event on March 21 with 30+ speakers!

The event is hosted here on LinkedIn Live. We chose LinkedIn Live as our platform because of the huge reach of LinkedIn, 1B users! You will also be able to network and connect with the Speakers and Viewers during the 3.5 hours of our event. We expect 1000s to participate in our event and already have 1700 registered. As we know with virtual events, majority register the day of the event!

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

Participants include Volvo, Zeiss, Siemens, Mondelez, Hugo Boss, Airbus, Allianz, BMW, Bosch, Deutsche Telekom, Merck, Meta, Microsoft, Novo Nordisk, Sony, Volkswagen, others!

Our event will bring together key leaders and innovators in the immersive tech, spatial computing space in Europe, offering unique insights and perspectives on the latest developments in the industry. Join us for best and brightest in VR, AR, and other cutting-edge technologies shaping the future of the digital world.

FEATURED SPEAKERS & PROGRAM:

Gilad Scherpf, Lufthansa Group

Apple Vision Pro: Game Changer for XR Acceptance? An Aviation Use Case

Timmy Ghiurau, Volvo

Talk title: Snap back to reality, here comes gravity.

Talk description: The automotive industry is one of the first to fully embrace mixed reality, and is already changing the way cars are engineered, designed, repaired, sold and driven. However, we are only scratching the surface of unlocking the full potential of the XR technology within the automotive ecosystem. As technologies like hardware, infrastructure and visualization further develop, the industry will see a democratization of benefits affecting everything from sustainability to safety.

Donato De Ieso, Co-Founder & CEO of dilium. Plus, Apple Enterprise Italy!

Spatial Collaboration: Revolutionizing Teamwork with Apple Vision Pro

Future of collaborative innovation with our groundbreaking solution - Immersive Collaboration. This approach seamlessly integrates 3D prototyping into collaborative environments, fostering creativity and efficiency. Client is a famous Italian luxury brand! Co-presenter is Apple Enterprise Italy 👏

Danny de Bruijn, Co-Founder and CXO, Warp VR and Ana Ilievska, Warp VR

How to use AI to Create Story-Based Immersive Learning Scenarios

AI is transforming so many sectors, including the training industry. There are many ways AI can assist in creating, playing and analyzing immersive training programs. In this talk, we will focus on how AI can help to create these training programs, specifically looking at story-based and branching narratives. After this talk you know which prompts to use to help you create realistic and engaging branching scenarios with clear learning goals. We will share several examples and help you get started quickly to embrace this exciting technology.

Antonio Squeo, Co-Founder, Hevolus

Synergizing AI and XR: Pioneering Future Business Innovations

The session explores the convergence of AI and XR in shaping innovative business solutions. Once viewed as distinct—AI, misunderstood and underutilized, and XR, narrowly associated with the Metaverse—both technologies have now captured the market's imagination. The simplicity of ChatGPT has unlocked AI's potential, while advancements in XR devices, including Apple's Vision Pro headset launch, signal a revitalized interest in immersive experiences. We'll discuss how AI and XR can transition from competing technologies to collaborative forces, offering businesses novel ways to engage customers and revolutionize processes. Discover how this synergy can lead to creating unparalleled experiences and driving future innovation. The Customer is WURTH.

Thomas Hoger, Co-Founder, 3spin Learning with TÜV NORD

No-Code & AI: Now everyone can be an XR creator

Gregory Hough & Alison Bingham, Mondelēz

The Consumer and XR: Using XR to Understand Consumer Behavior

XR opens up different ways of understanding the consumer and their behavior in the FMCG space. What can be done to enable a deeper knowledge of the consumer using XR and how can it integrate with current research methodologies?

Rahel Lorenzen, Sofatutor & Tom Kolokithas, Tomako

Enabling Meaningful Remote Team Events With VR

We will show how the edtech company Sofatutor is using the Meta Quest 3 for remote team events and what results survey data shows us.

Prof. Tsinakos & Chrysoula Lazou, IHU

Immersive Educational Ecosystem

Real cases of Immersive Studies and applications from the school environment to PostDoc Research. Sharing best practices and success stories of studying in the metaverse.

Fabio Codebue, Creartivity.io

ArtShell WebXR for Museums

A solution developed for Artshell. Artshell is a fully integrated art management system, designed for galleries, collectors and artists that allows the creation of exhibitions in VR, such as Ecoedile Virtual Exhibition, via a simple web interface.  Case study: Nembrini's Private Collection

Kerem Torun, Hugo Boss


See more here

Vahé Karamian Appointed as VRARA LA Chapter President

We are thrilled to have Vahé Karamian join our team as the VRARA LA Chapter President.

Vahé is the CTO of Noorcon Inc., a consulting firm concentrating on full-stack application and Digital Twin technology development, specializing in delivering enterprise solutions and platform engineering for training in Healthcare, Education, and Manufacturing facilities. Vahé is also a lecturer at California State University, Northridge (CSUN), where he lectures on Computer Graphics, HCI (Human Computer Interaction), and Software Engineering. Vahé is also part of several start-up initiatives designing and developing A.I. and Mixed Reality technologies to solve unique problems in healthcare.

I am honored and excited to be joining VRARA as the LA Chapter President, and look forward to aligning LA with the action and the definitive growth of VR/AR globally.
— Vahé Karamian

Recap of our Apple Vision Pro for the Enterprise

We have weekly online sessions with presentations, live discussions, and networking to help you grow your knowledge and connections.

During today’s session hosted by Damon Shackelford and Cindy Mallory, we had 40+ participants who introduced themselves and shared their contact information. They discussed their backgrounds and areas of interest. The participants discussed Apple Vision Pro and the potential impact of the new technology, as well as concerns about battery life and price. They also talked about the use of prescription lenses and expressed concerns about the high price and technical faults of Apple's AR/VR device. The participants discussed collaboration, speeding up to market, and the capabilities of Vision Pro. They compared Vision Pro with generative AI and discussed the visualization of complex data and processes in VR. Use cases for VR and AR were also discussed, including avatars for enterprise meetings, VR tools for specific workflows, and VR in training and education. Concerns were raised about information overload in VR and the need for personalization. The participants also discussed stimulating creativity, interacting with VR and AR, and the importance of regulation and safety.

Participants included a longtime coach and head of agility for Visa and PayPal and digital platform director at Coca-Cola.

Discussion about using personal Apple IDs for work

  • The developer release has MDM controls that can be used for enterprise purposes. The participants mentioned using personal Apple IDs for work and the timeline for implementing the new technology internally.

  • The participants discussed their personal use of the new technology and the need for separate Apple IDs for work and personal use.

Discussion about the potential impact of the new technology

  • The participants discussed the potential impact of the new technology and drew parallels with the adoption of iPhones in the past. They mentioned the need for a baseline and ROI measurement in the enterprise.

Discussion on VR and AR use cases

  • The participant mentioned the potential use of VR avatars for enterprise meetings and reducing travel costs.

  • The participant discussed the possibility of using VR tools like Arthur for specific workflows such as brainstorming and agile sessions.

  • The participant mentioned the potential use cases of VR, including VR learning, well-being, personal computing, and co-working.

  • The participants discussed the use of VR for training and education, highlighting its effectiveness in increasing engagement and adoption. They also mentioned the integration of AI and VR in the medical field.

Regulation and safety concerns

  • The need for regulators to fine-tune the thresholds and limits of virtual reality and augmented reality technologies to ensure safety and prevent potential harm is discussed.

  • The example of politicians in the USA not fully understanding the potential harm of certain technologies is mentioned.

  • The importance of open discussion and considering different angles and use cases of virtual reality and augmented reality technologies is emphasized.

Recap of our XR and Barriers to Entry at Schools

Thank you Colleen Bielitz for hosting our Online Session with 30+ educators!

In the meeting, participants discussed the current state of education and the need for immersive learning. Participants emphasized the approach of tailoring solutions to schools' needs and expresses concern about not asking schools upfront about their goals for implementing VR. The speaker discussed the challenges to implementation, positive experiences of students with virtual dissections, and the importance of monitoring student use. Ongoing support, implementation strategies, content creation, and integration are also discussed. The speaker briefly mentions an AI avatar solution and addressed concerns about the return on investment for immersive learning. Engaging students through empathy, immersive learning, and downloadable content is highlighted as a way to improve outcomes.

Recap of our XR Security / Cybersecurity

Thank you Cindy Mallory and Damon Shackelford for hosting our Online Session with 20+ professionals!

During the meeting, participants discussed the threat landscape for virtual reality and augmented reality in enterprise settings. Concerns were raised about the weaponization of AI in the threat landscape, as well as the unique vulnerabilities of XR technology. The use of AI in cybersecurity was also a topic of concern, with discussions on access controls, potential exploitation of AI for malicious purposes, and security implications in immersive worlds. Participants expressed concerns about social engineering, deep fakes, compliance and regulatory frameworks, enterprise policies, integrating new capabilities, and risk assessments for immersive projects. Tim expressed interest in penetration tests against AI and VR implementations, and discussed tactics, flaws, data manipulation, and the need for security tools to catch up with AI.

Topics & Highlights

2. Threat landscape and AI

  • The discussion highlighted concerns about the weaponization of AI in the threat landscape, particularly in relation to social engineering. The lack of expertise in running security research engagements for custom-built applications that use both AI and VR was also mentioned.

3. XR technology and vulnerabilities

  • The discussion highlighted concerns about the unique aspects of XR technology from a vulnerability standpoint. This includes the different use cases and exposure of VR applications compared to standard web applications, as well as the challenges faced by security researchers in testing the less-tested frameworks used in XR development.

4. AI in cybersecurity

  • Participants raisesed concerns about the use of AI in cybersecurity and questions if it can also be a threat. She also asks about other emerging technologies that enterprises should be aware of.

  • Participants discussesed the importance of access controls when using enterprise AI tools and highlights the potential risks of AI-powered tools having access to sensitive documents. He mentions the need to take access control seriously and the challenges companies face in implementing fine-grained access controls.

  • Participants raisesed the question of whether AI can be exploited and used for malicious purposes. He mentions the possibility of AI agents running autonomously on the internet and the impact it may have on security. Tim agrees and discusses the potential for AI to be used in social engineering attacks and emphasizes the need for user education and staying ahead of these attacks.

  • Participants discussed the potential security implications of AI in immersive worlds and virtual reality. They mention the risks of identity theft and social engineering in virtual worlds and the need for user awareness and vigilance.

5. Security Concerns with Immersive Tech

  • The participants expressed concerns about social engineering, deep fakes, and the ability to copy someone's likeness through video, voice, and text messages.

  • The discussion touched upon leaving test servers on and the potential risks associated with it.

  • The participants discussed the compliance and regulatory frameworks related to immersive tech, including CMMC, and how it might impact the adoption of AI.

  • The conversation focused on the establishment of enterprise policies for immersive tech and how it will eventually be governed securely.

  • The participants discussed the impact of integrating new capabilities into existing software and its potential security implications.

  • The discussion touched upon the risk assessments for immersive projects and how they can be aligned with existing frameworks.

6. Penetration Test against AI

  • Participants mentioned the interest in penetration tests against AI and VR implementations.

  • Participants asked about the inputs, tactics, flaws, and level of access attackers would exploit in AI applications.

  • Participants discussed the possibility of exfiltrating and manipulating data from AI implementations.

  • Participants highlighted the need for security tools to catch up with AI and custom-fit their tactics for these applications.

Peter Oykhman, CEO of PsyTechVR, appointed as co-chair of VR/AR Association Healthcare Committee

We are thrilled to have Peter Oykhman help lead our community! Join our weekly online sessions here.

Peter Oykhman is co-founder and CEO of PsyTechVR. PsyTechVR is a Mixed Reality application for Mental Health and Wellness. Peter Oykhman previously has served as CEO of CorePartners, a privately owned company in Frederick, Maryland that offers out of the box Inventory Warehouse Management Software called CoreIMS, CoreAchieve cloud based SaaS Learning Management platform and SAP software development. Peter successfully established his first software development and consulting business that after 2000 market crash has been transformed to CorePartners. Right now Peter is involved in two different enterprises as a board member and an officer. Peter’s exposure to international business over the last 35 years allows him to built efficient organizations. Mr. Oykhman while serving as a board member helped to expand business, find new vendors and clients and cut cost.

I am excited to co-chair because VRARA plays such an important role in promoting VR/AR solutions across multiple industries and cultures. I have been watching VRARA for the last couple years and very impressed with the impact it has on the industry. 
— Peter Oykhman, CEO of PsyTechVR

More speakers confirmed for our Best of Europe: XR, AI, Immersive Tech on March 21 (VRARA Europe Summit)

More speakers confirmed for our Best of Europe: XR, AI, Immersive Tech (VRARA Europe Summit) , on March 21. We expect 1000+ people.

Our event will use LinkedIn Live. LinkedIn has 1 billion users and we expect 1000s to watch our event!

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

Our event will bring together key leaders and innovators in the immersive tech space in Europe, offering unique insights and perspectives on the latest developments in the industry. Join us for best and brightest in VR, AR, and other cutting-edge technologies shaping the future of the digital world.

FEATURED SPEAKERS

Timmy Ghiurau, Volvo
Talk title: Snap back to reality, here comes gravity.
Talk description: The automotive industry is one of the first to fully embrace mixed reality, and is already changing the way cars are engineered, designed, repaired, sold and driven. However, we are only scratching the surface of unlocking the full potential of the XR technology within the automotive ecosystem. As technologies like hardware, infrastructure and visualization further develop, the industry will see a democratization of benefits affecting everything from sustainability to safety.

More speakers announced soon!

Top Five for 2024

We have weekly online sessions with presentations, live discussions, and networking to help you grow your knowledge and connections

During the meeting, the participants discussed the impact and potential of AI and XR technologies, highlighting the need for internal buy-in, ROI, and strategic advantage. They also discussed the importance of conferences and meetings like our Online Sessions. Plans for the year include creating white papers, forming a subcommittee, and organizing fireside chats. Concerns were raised about VisionOS compatibility with IT management tools, lack of regulation for AI, and data collection by AR headset companies. The value of information was emphasized, with a focus on leveraging it to add value. Legal issues related to AI were discussed, as well as the potential of AI assistants in everyday life and enterprise. Skepticism was expressed about the Apple headset and the need for a killer app. The features of Apple's new spatial computing platform were discussed, along with concerns about price point and iterative development. The role of entertainment and the potential disruption of the game and movie industry were also mentioned.

Topics & Highlights

1. Discussion about AI and XR technologies

  • The participants discussed the impact and potential of AI and XR technologies. They mentioned how AI and XR technologies start off innocuous but gain significant impact over time. They also discussed the need to get buy-in internally for these technologies and the importance of ROI and strategic advantage. The participants shared examples of how technology, such as AI and XR, fumbles in the early days but eventually gains traction.

  • The participants discussed the example of IBM developing their mainframes and the market research they conducted. They also discussed the market research conducted for PCs and the decision to farm out all the development and do the aggregation themselves.

  • The participants discussed the importance of conferences, time, and money in getting traction with new technologies.

2. Hot Topics and Discussion on Apple

  • concerns about how VisionOS will play nicely with IT management tools and how enterprises can get involved in closed proof concepts.

  • excitement about the upcoming Apple announcement and compared it to the first iPhone announcement in 2006.

3. AI

  • concern about the lack of regulation for AI and the potential influence of lobbyists in protecting AI interests.

  • maturing technology of AI and the belief that specific guardrails and regulations won't be as important as the technology becomes more self-improving.

4. AR Hardware and Software

  • concerns about the collection and usage of biometric and user data by AR headset companies and the potential risks associated with it.

  • legal landscape for XR in Enterprise as an interesting and potentially disruptive topic, with implications for corporate legal teams and the potential for AI to replace certain professionals.

  • increasing importance of IT and cybersecurity for advanced wearable devices, including AR headsets, and the need for enterprise companies to closely monitor these issues.

5. Value of Information

  • the top 1-2% of all information holds extremely high value, while the rest is of nominal value. He compares it to how only a small fraction of kids who start playing sports end up playing professionally and making millions.

  • those who have a vision forward, can look ahead, and leverage information to add value will make more money, while those who can't put that together will struggle.

6. AI and Legal Issues

  • case where a lawyer used AI to look up details of a case and cited precedent that didn't exist, potentially facing disbarment. The Supreme Court's annual take on AI also mentions this case and raises concerns about lawyers quoting things that didn't happen.

7. AI in Everyday Life

  • idea of AI assistants being present in everyday life, providing constant personalized assistance. The potential applications include conversation support, note-taking, reminders, and more. The business potential of AI assistants is emphasized.

8. AI assistants in enterprise

  • having an AI system that automates tasks in his life and compares it to Google and Alexa assistants.

  • importance of analytics in XR training and how some companies struggle to utilize the collected data effectively.

  • AI assistants could play a role in analyzing XR training data and providing insights.

9. Apple headset and killer app

  • skepticism about the Apple headset and emphasizes the need for a killer app to drive adoption.

  • potential of the Apple headset as a platform and its integration with the existing Apple ecosystem.

10. Apple's new spatial computing platform

  • The speaker discusses the features of Apple's new spatial computing platform, including the visibility of existing iOS apps as tiles, 3D experiences, and the potential of 3D FaceTime.

  • The speaker mentions the possibility of Disney activations at home being bigger than going to Disneyland.

  • The speaker suggests that entertainment will dive into interesting killer apps, such as seeing Marvel movies and Iron Man in one's home.

  • There is a discussion about the price point of the new platform and the need for a lower-priced device to enable wider adoption.

11. Iterative development of spatial computing

  • The speaker shares personal experiences with VR headsets and suggests that the technology will evolve iteratively.

  • The speaker suggests that display technology may evolve before widespread adoption of headsets.

  • The speaker believes that Apple's initial release is just the beginning and that future iterations will bring more advanced features.

12. Apple's ecosystem and the role of entertainment

  • The speaker compares Apple's ecosystem for music with the potential role of movies and games in the new spatial computing platform.

  • The speaker raises a question about whether movies and games will be the stepping stones for Apple's new ecosystem.

13. Disrupting the game and movie industry

  • The concern is raised about whether the company will disrupt the game and movie industry or start their ecosystem somewhere else.

  • It is stated that the gaming industry is the biggest media industry in the world, earning more than all other media industries combined.

  • The discussion highlights that VR games have slowed down and there is a need for mass adoption of headsets for higher returns. The AAA companies in the gaming industry are not seeing the desired traction even with the meta headsets.

  • Insider information is shared that Facebook reached out to discuss building a productivity app for the headset, considering it a huge milestone. Pokemon is mentioned as a potential killer app, and a friend's experience with a Pokemon managing app is discussed.