Recap summary of our meeting with Merck

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

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

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

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

We added more speakers and sessions for our Enterprise Summit 2024: Best in XR, Digital Twin, and AI on July 24, including GM, Merck, Boeing, UPS, Lenovo, Amazon AWS, Eastman Chemical Co and already have 1650+ people registered.

​Ashish Kulkarni​, CEO at ​Bell Immersive Technology Solutions​ (part of ​Bell Energy​), will present: XR + AI for organizations that are BUILT-TO-LAST. Get an insight into successful implementation of XR + AI in Large Organizations (10K+ employees). Know about XR + AI solutions in the Energy, Aviation, Ports, Healthcare and Defence Sectors. Learn about design XR + AI solutions to increase revenue.

Ashish Kulkarni, specializes in helping enterprises design and implement innovative solutions that increases revenue growth, fosters sustainability, and strengthens organizational resilience. As an engineer and technology designer with a passion for driving product development, Ashish has successfully implemented enterprise-wide XR-AI solutions for large organizations in the Energy, Ports, Healthcare, and Governance sectors.

Bell Immersive Technology Solutions​ is a global tech company implementing transformative solutions in XR. With global experience through offices in USA, UK and UAE, they apply international best practices to their client solutions. Bell Immersive offers concept, design, implementation, and project management services for XR powered by AI. Products such as ALERTSim, AI Insights, Greenwave and Paradigm are used by organizations globally and help them build lasting organizations.

About our event

Our annual ​Enterprise Summit​ will be a virtual LinkedIn Live event. LinkedIn has 1 Billion users and 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. Our last virtual event on LinkedIn Live, ​Best of Europe​ was very successful with lots of engagement; we had 3200+ attendees and 30+ speakers. Plus, 100’s watched the recordings!

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

The VRARA appoints Zuriñe Hernandez Co-Chair of the VRARA Energy Committee

The VRARA is pleased to announce the appointment of Zuriñe Hernandez as the co-chair of the Energy Committee to help lead the VRARA’s efforts to connect the energy industry with XR technologies. The VRARA is the largest member association focused on XR technologies with over 50 chapters globally and over 55k participants in our global and local events and newsletter subscribers and the energy sector is a rapidly growing area of interest for XR and AI..

Zuriñe holds a PhD and a Master in Business Administration (MBA) and is currently a Program Manager with european virtual reality leader Virtualware, maker of the VIROO enterprise software platform, and is supporting Virualware’s customers globally. 

With a rich history of supporting the energy industry, Zuriñe has collaborated with large global organizations such as GE Hitachi Nuclear (now GE Vernova), Automotive manufacturer Gestamp, & Engineering services company Idom where she helped to develop and lead the implementation of numerous large-scale projects that leverage XR and advanced simulators.

Zuriñe was recently recognized for her efforts by Human Capital Management leader the Brandon Hall Group for the implementation of GE Vernova’s Nuclear Fuel Movement Simulator project

“I believe that we are at the tipping point for mass adoption of XR at scale in the Energy sector. XR is helping companies become more efficient, bring new products to market, train their dynamically changing workforce,and is helping to protect our environment.  The VR/AR Association is a great ecosystem to help educate, inform and network across the Energy and other industries.  I am honored to support the Energy committee and look forward to meeting all of the members” says Zuriñe Hernandez. 

Nathan Pettyjohn, President of the VR/AR Association adds, “the energy sector is an important community and we are excited that Zuriñe will be co-chairing this committee along with Susan Spark from SBL (formerly known as Schlumberger).  She brings deep implementation expertise that will benefit our members to learn how to adopt and scale XR technologies in energy and other industrial sectors”.

About Virtualware

Virtualware, based in Bilbao, Spain, is a global pioneer in the development of virtual reality solutions for large industrial, educational and healthcare conglomerates. Since its founding in 2004, the company has gained widespread recognition for its achievements. In 2021, Virtualware was recognized as the world’s most innovative VR company.


Publicly traded on Euronext Paris, Virtualware has recently expanded its operations into the United States, continuing to lead the development of the VRaas platform VIROO, and making it accessible to organizations of all sizes and sectors.



Highlights from our online session on Apple Immersive Apple TV Vision Pro

Thank you Chris Pfaff for hosting, APPLE IMMERSIVE SERIES CREATION, during our weekly online sessions.

We discussed the latest developments in extreme sports media, including Apple TV Plus's commission of 'Adventure,' a live-action series that sets a high narrative bar. They share their experiences in creating immersive stories through various mediums, emphasizing the importance of sensory elements. Speaker 1 and Speaker 2 discuss the future of mixed reality and its potential impact on industries, with Speaker 2 sharing their experiences working on a mixed reality project. They also discuss the challenges and opportunities of this technology and the importance of storytelling in VR.

“Adventure” follows pioneering athletes as they take on awe-inspiring challenges in some of the world’s most sensational locations.

Summary of our online session for Building Empathy With VR

Thank you Bianca Wright, for hosting, Inside Mental Health: Building Empathy With VR, during our weekly online sessions with 30+ professionals.

The meeting began with a focus on Anagram, a creative studio specializing in immersive experience design, discussing their projects and core questions. The team then delved into the Goliath VR experience, highlighting its impact on portraying schizophrenia accurately. They explored ADHD through the mixed reality experience Impulse and discussed creating immersive mental health training tools like Inside Mental Health. Storytelling's role in mental health training was emphasized, along with challenges faced by individuals with neurodiversity in the workplace. The team also discussed starting a business, virtual reality experiences for mental health support, and multilingual content availability. Next steps include finalizing platforms, expanding storytelling impact, and connecting with medical experts and communities. The meeting concluded with plans to connect on LinkedIn for further discussions on AI-related topics.

Topics & Highlights

1. Anagram - Immersive Experience Design

  • Anagram, mentioning their specialization in interactive storytelling, immersive experiences, and the founders' vision to push the documentary form into new areas.

  • various immersive experiences created by Anagram, highlighting projects like 'Dawn into the Dark,' 'The Palace of The Machines,' 'The Collider,' and 'Messages to a Posthuman Earth.'

2. Discussion about Goliath VR Experience

  • The team discussed the development and success of the Goliath VR experience, including its launch in 2021, the story of John's journey with schizophrenia, the positive impact of gaming on his life, the portrayal of psychosis, the awards won, and the project's global recognition.

3. Exploring ADHD through Mixed Reality

  • development of the mixed reality experience Impulse that explores living with ADHD and the challenges faced by individuals with the condition.

4. Creating Immersive Mental Health Training

  • Inside Mental Health, a project focused on creating immersive training tools for medical professionals to improve understanding and empathy in mental health care.

5. Use of Storytelling in Mental Health Training

  • importance of storytelling in mental health training, emphasizing the role of personal narratives in fostering empathy and compassion among participants, including medical professionals and students

  • The discussion included details about a pilot program at the University of West of England involving immersive mental health training for students, with plans to expand to other higher education providers and collaboration with the NHS.

  • insights into the structure of the mental health training session, highlighting the importance of onboarding, reflection sessions, and creating a safe space for participants to share their experiences.

6. Virtual Reality Experience Design and Reflection Sessions

  • The next steps involve finalizing the platform, launching it, conducting additional research, and looking into how experiences like Impulse can be complementary to existing tools for ADHD and other mental health issues.

7. Discussion on Impact of Storytelling on Real World

  • The next steps involve focusing on sharing stories related to ADHD, particularly Jon's story, to reach more people and make a real-world impact. Emphasis is on aligning with medical experts and communities before expanding to other areas like end-of-life care.

8. Challenges Faced by Individuals with Neurodiversity in Work

  • The concern raised was about the challenges faced by individuals with neurodiversity, such as ADHD and Asperger's, in the workplace, including communication difficulties, self-regulation issues, and productivity concerns. The importance of utilizing gamification and technology like AI, VR, and AR to support these individuals was discussed.

9. Challenges in Starting a Business

  • concerns about the challenges of needing immediate cash flow, marketing efforts, creating business proposals, and the complexities of B2B and B2C markets in starting a business.

10. Virtual Reality Experience and Mental Health Support

  • concerns about potential triggers and challenges in offering a VR experience for mental health support, emphasizing the need for thorough trigger warnings and reflection sessions to support users.

  • decisions made regarding the design of the onboarding process for the VR experience, including the inclusion of trigger warnings and reflection sessions to ensure a positive user experience.

  • importance of training support staff beyond doctors, such as receptionists and cleaning staff, in dealing with mental health issues, indicating a potential next step for the project.

Recap of our session on Apple AI and Spatial Computing

Thank you Doug Hohulin for hosting our weekly online sessions on Apple AI and Spatial Computing.

Apple and Meta discussed their strategies in AI and spatial computing, with Apple highlighting its potential advantages in collecting data and leveraging it for on-device AI. Meta faced challenges such as content issues and its connection to Facebook. The speakers also discussed the potential of integrating XR and AI technologies, emphasizing the need for AI to improve the user experience in XR and the importance of focusing on geographic areas that are more receptive to innovation.

Virtual Access, new VR app that revolutionizes virtual meetings and social interactions

Did you know 89% of corporate employees work in global virtual teams?

On July 24, join us for an inspiring and insightful session (Bridging Realities: Innovation, Leadership, and Empowerment in Tech) with Patrice Anderson, Co-Founder and Co-CEO of Elite Enterprise Technology Inc. during our Enterprise Summit 2024: Best in XR, Digital Twin, and AI as she will introduce Virtual Access, an innovative VR app that revolutionizes virtual meetings and social interactions, set to launch this fall.

Patrice will also share her remarkable journey from a visionary entrepreneur to a pioneering leader in the tech industry. She will delve into her leadership philosophy, emphasizing the importance of resilience, vision, and community. She will discuss the impactful work of the JMA Foundation in Georgia, showcasing her dedication to philanthropy and giving back. As a strong advocate for diversity and inclusion, Patrice will highlight her efforts to empower women in tech, sharing her personal experiences and the significance of mentorship and support networks.

Attendees will gain valuable insights into the future of virtual technology, the challenges and triumphs of entrepreneurship, and the power of community engagement. Don’t miss this opportunity to be inspired by Patrice’s story and her vision for a more connected and inclusive tech world!

About our event

Our annual Enterprise Summit will be a virtual LinkedIn Live event. We already have 1450+ people registered and 30+ speakers from Merck, Boeing, UPS, Lenovo, Amazon AWS, Eastman, others.

LinkedIn has 1 Billion users and 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. Our last virtual event on LinkedIn Live, Best of Europe was very successful with lots of engagement; we had 3200+ attendees and 30+ speakers. Plus, 100’s watched the recordings!

Recap of our Healthcare Session: Pfizer, Harvard MedTech, Allergan, HIPAA

Thank you Lucky Lance Gobindram for presenting to 30 doctors, nurses, healthcare medical professionals about "Revolutionizing Healthcare: The Transformative Power of VR, AR, and XR" during our weekly online sessions https://www.thevrara.com/industry-committees and Alicja Jaworska for hosting.

The conversation centered around the potential of spatial computing and extended reality in healthcare, with speakers highlighting successful implementations in medical education and pain therapy. Speakers emphasized the immersive nature of VR/AR/MR, which can enhance collaboration and learning, and provide personalized healthcare experiences. However, adoption rates are low due to a lack of education and understanding among decision-makers and employees. The importance of education and training for healthcare professionals (HCPs) to effectively utilize these technologies was also discussed. Additionally, HIPAA compliance in healthcare technology was addressed, with speakers emphasizing that it is solvable and manageable in the current ecosystem.

The meeting started with a focus on Spatial Technology in Healthcare, highlighting Pfizer's use of virtual reality for training programs during the COVID-19 pandemic, leading to cost savings and efficiency. The impact of Virtual Reality (VR) technology in healthcare was discussed, emphasizing cost savings, improved training processes, and patient outcomes. Practical hands-on experience with spatial technology through VR applications for medical education was explored, showcasing enhanced learning and cost savings. The discussion also touched on how immersive spatial technology enhances engagement and introduces new paradigms in human-computer interaction. The implementation of virtual reality technology in healthcare for patient treatment and team-based care coordination was discussed, with a decision made to implement VR for in-home use. Concerns were raised about low adoption rates of VR and AR technology in organizations. The meeting concluded with sharing contact information for further communication.

Topics & Highlights

1. Spatial Technology in Healthcare

  • companies like Pfizer have saved millions by integrating spatial technology, providing efficiency and value.

  • Pfizer's use of virtual reality for training programs during the COVID-19 pandemic.

  • Pfizer turned to VR to train its staff rapidly and effectively by simulating the manufacturing process in a risk-free, immersive environment.

2. Impact of VR in Healthcare

  • The discussion included various facts such as cost savings achieved by Pfizer, pain reduction percentages for patients, and the success rate of VR-trained surgical students.

  • The decision to explore the impact of VR technology in healthcare and the need to advance with technology for better outcomes.

3. Practical Hands-On Experience with Spatial Technology

  • Spatial technology offers practical hands-on experience that mirrors real-world scenarios, leading to more effective learning and memory retention.

  • Implementation of spatial technology can result in 10% savings in CapEx and OpEx costs for organizations.

4. Enhanced Engagement through Immersivenes

  • Immersive learning environments can significantly improve focus, understanding, and retention of information.

5. Spatial Computing and Human-Computer Interaction Paradigms

  • Spatial computing introduces new paradigms in human-computer interaction, enabling more intuitive, natural ways of engaging with digital content, moving beyond traditional methods like mouth clicks and keystrokes to gestures and movements mirroring real-life actions.

  • Discussion on a mixed reality workflow where practitioners use spatial computing to create treatment plans for patients, share them in real-time, and engage in practical learning, implementation, and execution.

  • Exploration of novel possibilities with spatial computing, unlocking new interactions, learning opportunities, and business potentials by reimagining what's possible in a digital world.

6. Virtual Reality Healthcare Solutions

  • Decision made to implement virtual reality technology for in-home use in healthcare to provide various benefits such as trauma relief, organic healing, and team-based treatment.

  • The concern raised about low adoption rates of VR and AR technology in organizations due to cost, perception, and slow adoption by enterprises.

7. Implementation of Technology in Healthcare

  • The discussion covers the implementation of technology in healthcare, including education for enterprises, creating a business case, cost and affordability at scale, and examples from Harvard MedTech and Allergan use case.

8. Enhanced Patient Engagement and Therapy

  • The discussion revolves around enhanced patient engagement and therapy in healthcare, emphasizing interactive XR modules, simplifying medical information, and personalized health care journeys.

9. Virtual Reality in Healthcare

  • application of mixed reality virtual reality technology in healthcare to enhance empathy and understanding among healthcare professionals for patients with vision issues.

  • concern about HIPAA compliance in the context of data storage and cloud computing, highlighting the importance of meeting HIPAA regulations in digital environments.

VRARA Enterprise White Paper 2024: Benefits and Best Practices for XR Employee Onboarding (download)

Our Enterprise Committee has produced this invaluable publication!

Make sure you join our annual Enterprise Summit: Best in XR, Digital Twin, AI

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

To provide a great user experience for the onboarding process with XR applications, it is essential to ensure user-centric design, interactivity, accessibility, technical performance, security and privacy, continuous learning improvement, and skill building. These considerations can help users effectively learn and interact with the XR environment, thus improving onboarding outcomes.

There are many companies that provide XR onboarding products and services, such as Microsoft, Unity, Immerse, VRdirect, many others. These companies aim to enable organizations to effectively integrate immersive technologies into their business and onboarding processes. Thus, they have each made significant capital investments towards that end.

XR onboarding metrics are indicators that measure the effectiveness, efficiency, and user satisfaction of the onboarding process for XR applications. Some of the metrics include completion rate, time to completion, drop-off points, user satisfaction, retention rate, error rate, standard engagement metrics, conversion rate, feedback analysis, performance metrics, behavioral changes, support requests, learning curve, post-onboarding performance, and contribution to improving outcomes. Each of these must have a well-developed baseline measurement for any meaningful data to be collected, resulting in an auditable Return on Investment (ROI) report generation.

Effective XR onboarding is essential for improving business processes and outcomes, as well as increasing user/new hire productivity, proficiency, satisfaction, and engagement, so the organization is better positioned to meaningfully improve internal operations, perform for customers, and advance other new business opportunities. For example, Bank of America reported 100% of learners performing intended on-the-job behavior after XR training, highlighting the effectiveness of immersive experiences.

Recap of our enterprise session with Duke Energy XR

Damon Shackelford hosted our online session with 20+ executives to learn from Duke Energy’s XR leader!

The conversation started with sharing backgrounds, focusing on experiences in the VR and utility space, with Jenny highlighting her background in nuclear energy and digital transformation. The discussion progressed to transitioning Duke Energy to an external profit center, developing virtual reality training for electrical operators, challenges in selling VR services, and exploring XR opportunities. Jenny expressed concerns about financial challenges, cybersecurity training, and lack of engagement, leading to plans for implementing design sprints for gamification. The team discussed implementing gamified simulation training, scenario planning, AI-powered characters in training, AR applications for customer delivery operations, and the implementation of a virtual training center metaverse. Jenny advocated for a centralized platform for all training materials within the metaverse. The meeting concluded after covering various topics related to VR training and XR opportunities at Duke Energy.

Topics & Highlights

2. Transition to Profit Center

  • next steps involve finalizing contracts, legal processes, and sourcing documentation to secure funding for hiring a business development person to handle sales.

3. Development of Virtual Reality Training for Electrical Operators

  • The decision to develop virtual reality training to reduce safety risks, increase engagement, and improve qualification rates for electrical and gas technicians was made, leading to significant industry firsts.

  • Approval obtained to sell virtual crew products built with non-regulated dollars, with plans to leverage marketing budget for sales in 2022.

4. Challenges in Selling VR Training Services

  • reasons behind making the VR training service viable for sale, including successful qualifications, shareholder expectations, and the company's first experience with Software as a Sales.

  • Various challenges discussed include approval difficulties due to fairness concerns, misconceptions about VR as games, and overcoming naysayers through successful demonstrations and positive feedback.

5. Virtual Training Environment Development

  • process of creating a custom virtual training environment using a simulation tool similar to SimCity, where trainers can build and customize their own substations for training and qualification purposes.

6. XR Opportunities at Duke Energy

  • concerns about financial challenges, cybersecurity training effectiveness, and lack of engagement in training programs, leading to the decision to implement design sprints for gamification.

  • plans to teach her team about design sprints for gamification in cybersecurity training, aiming to enhance engagement and understanding among participants.

7. Implementation of Gamified Simulation Training

  • challenges of securing funding upfront for the gamified simulation training despite potential cost savings of $10 million. Damon Shackelford and Steven F also express concerns about the difficulty in obtaining budget based on projected savings.

8. Scenario Planning and Visualization

  • explore the use of AI and deep learning to enhance the gamified simulation training, potentially making it more immersive and engaging.

  • interest in using AI to create a better business case and agrees to give it a try.

  • importance of exploring new business strategies and technologies, encouraging a mindset shift towards innovation and risk-taking.

9. AI-powered Characters in Training

  • The team is actively working on implementing AI-powered characters for training scenarios, focusing on creating avatars with specific job roles, incorporating PPE, and developing a virtual training center with a metaverse for multiplayer interactions.

10. Augmented Reality (AR) Applications

  • The team has successfully implemented an AR application for customer delivery operations using iPads, streamlining the approval process and reducing rework, with plans to explore more AR and VR applications.

11. Implementation of Virtual Training Center Metaverse

  • personal opinion on having all training materials in one application within a virtual training center metaverse

See the preliminary agenda for our Best in XR, Digital Twin, AI (Enterprise Summit 2024). Speakers from Boeing, UPS, Lenovo, Amazon AWS, Eastman, others.

We already have 1100+ people registered for our annual Enterprise Summit on XR, Digital Twin, and AI on July 24 and will have 30+ speakers from Boeing, UPS, Lenovo, Amazon AWS, Eastman, others. Below is our preliminary program:

Dan Cotting, Amazon AWS
Scaling Enterprise Spatial Experiences in the Cloud:

Spatial experiences often rely on significant amounts of complex and large 3D data sets. Unfortunately, many enterprise IT organizations are not well-equipped to manage and distribute this data at scale, which limits overall business value. This session will explore how to incorporate a spatial data plane strategy into your organization and use cloud services to scale in an extensible, secure, and resilient manner across business teams. Learn how cloud technologies can streamline 3D data creation and ingestion (3D reconstruction, photogrammetry, NeRFs, etc), 3D data management (spatial data lakes), and 3D applications (cloud rendering, AI/ML, etc.)

Mark Gröb, UPS
Strategies for Immersive Tech Adoption in your Large Corporate Entity:

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

Cindy Mallory, ATS. Plus, Amazon, Morgan Stanley.
Frontier Technologies - The New Enterprise Paradigm:

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

Lucky Gobindram, CXR Agency. Plus, Boeing, others.
XR - The Next Frontier in Enterprise Innovation:

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

Jeremy Joseph, Bluedrop. Plus, i3 and others.
Digital Twins and XR in Aerospace - What are they and how do you use them:

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

Damon Shackelford, Eastman Chemical Company and Amy Peck
Enterprise XR Trend Spotting:

Top 5 XR technology trends

Vi Kellersohn, Oberon Technologies
Leveraging VR to Enhance Workforce Training in Nuclear Facilities:

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

Carolina Salazar
VR Horizons - Advancing Human-Centric Technology:

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

Leslie Shannon, Nokia
XR + AI = Your New Enterprise Superpower:

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

​Kevin ODonovan panel:

Digital Twins - From the ‘art of the possible’ to today's Industrial realityJoin us for an engaging panel discussion delving into the evolution of Digital Twin technology, from the visionary ‘art of the possible’ to the reality when it comes to the deployment of Digital Twins in Industry today. Industry experts will explore how Digital Twin tech is reshaping how we design, built, operate and maintain Industrial facilities , breaking down the silo’s within organizations, democratizing access to data, providing for a wide range of immersive experiences, while enabling all sorts of ‘what if’ scenario planning via simulation. And all at a scale we have never seen before...

More added soon!

About our event

This will be a virtual LinkedIn Live event. LinkedIn has 1 Billion users and 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. Our last virtual event on LinkedIn Live, Best of Europe was very successful with lots of engagement; we had 3200+ attendees and 30+ speakers. Plus, 100’s watched the recordings!

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

Summary of our New Challenges of 3D Volumetric Capture and Its Application to Real-Time XR

Carlos Ochoa hosted our online session. The importance of volumetric capture in creating interactive content, applications in music experiences, and immersive experiences for young people were highlighted. The meeting covered the challenges and future potential of volumetric video technology, including its integration in live concerts. We emphasized the need for practical education in tech fields and suggested introducing AI education for kids and parents. The discussion also touched on investment in technology for education, studio setup, future projects, technology adoption, challenges with Unity and Unreal platforms, and the future of technology focusing on web-based experiences.

Topics & Highlights

Volumetric Capture and Interactive Content Creation

  • volumetric capture and its value in the immersive field, emphasizing the challenges of processing large amounts of data for real-time experiences.

  • need for new interactive content formats, the limitations of current one-directional content shared by brands and artists, and the significance of integrating real people through volumetric video for enhanced audience interaction and engagement.

4. Volumetric Video Applications

  • capabilities of volumetric video technology, such as creating holographic experiences with idols , integrating real teachers in education, and enhancing learning and first aid training through interactive experiences.

5. Immersive Music Experiences

  • potential of volumetric video technology in creating immersive music experiences, like having artists like Taylor Swift perform in users' homes and enabling interactions like taking photos and recording videos with them.

6. Creation of Immersive Experiences for Young People

  • importance of storytelling, training musicians/actors in technology, and ensuring high-quality recordings for immersive experiences.

  • complexities of recording hyper-realistic content, the use of volumetric video, and the extensive data processing required for creating realistic 3D objects.

7. Volumetric Video Technology

  • The discussion covers various aspects of volumetric video technology, such as the time and cost challenges in processing data, live streaming capabilities, 3D avatar generation, potential applications in video games, education, and entertainment.

8. Integration of Volumetric Video in Live Concerts

  • The decision to focus on integrating volumetric video technology in live concerts for real-time interaction with avatars and exploring new engagement opportunities with audiences.

  • Concerns raised about the delay time in using current technology, potential innovations with future technologies like 6G, and the need for improvement in interactive experiences.

9. Innovative Education Methods

  • need for students to work with professionals in the tech sector to learn from real-world challenges and solutions, highlighting the importance of fresh perspectives and innovative thinking.

  • introducing artificial intelligence education for kids and parents, stressing the importance of preparing for the future and ensuring everyone has the necessary tech knowledge.

10. Investment in Technology for Education

  • creating volumetric video technology studios may require an investment of around 200,000 euros, along with additional fees for using the technology from other studios.

11. Discussion on Studio Setup and Content Generation

  • costs involved in setting up a studio and generating content, with different price points for each option.

  • persuading a business partner to fund the studio setup as they are more interested in creating applications rather than owning the studio.

12. Discussion on Future Projects and Technology Adoption

  • shift towards 3D images and the potential decline in traditional reading and writing skills in the younger generation.

  • idea of finding funding to set up a studio in Silicon Valley, indicating a potential next step.

  • concerns about the challenges in convincing older individuals, including his own children, to adopt new technologies like AI and digital tools.

13. Challenges with Unity and Unreal Platforms

  • concerns about the challenges encountered with Unity and Unreal platforms, highlighting the need for extensive programming efforts, compatibility issues with headsets, and the importance of collaboration with partners for support.

14. Future of Technology and Web Experiences

  • potential of using web for immersive experiences, highlighting the shift towards web-based technologies for accessibility and user engagement, with a focus on advancements in 3D technology by NVIDIA.

Recap of our weekly session on XR Marketing & Buzzwords. Challenges in procurement and support..

Damon Shackelford and Cindy Mallory hosted our online session (and Mark, who joined our online session using his Apple Vision Pro and demonstrated the Apple avatar, which is getting better with AVP updates!)

The meeting began with a discussion on VR/AR marketing, where participants shared experiences and projects related to virtual reality and immersive technologies. The impact of buzzwords in marketing for XR and immersive tech was explored, with Mark suggesting their beneficial use despite potential confusion. Concerns were raised about the confusion surrounding emerging technologies like AI, XR, and metaverse in the workplace. The conversation also touched on extending reality and marketing buzzwords in the XR industry, emphasizing the importance of unique selling propositions. Challenges in procurement and support due to diverse technologies were highlighted, along with the need for industry efforts to drive immersive technologies adoption. The meeting concluded with plans to revisit and collaborate on the discussed topics in the future.

Topics & Highlights

2. Impact of Buzzwords in Marketing for Virtual Reality and Immersive Technology

  • using buzzwords in marketing, even if confusing, can be beneficial for promoting technology. He humorously emphasized the importance of flashy terms and acknowledged the evolving nature of terminology in the tech industry.

  • importance of education and understanding in adopting emerging technologies like virtual reality, immersive tech, XR, and mixed reality. She questioned whether the use of buzzwords in marketing hinders or helps adoption at an enterprise scale.

  • rebranding to Spatial Computing and the introduction of new terms like 'volumetric apps.' He anticipated continuous changes in terminology and the emergence of more new words in the future.

3. Confusion around Emerging Technologies

  • The conversation highlights concerns about the confusion stemming from the coexistence of AI, XR, metaverse, and buzzwords in the workplace. Participants express challenges in understanding the implications and applications of these emerging technologies, leading to potential misinterpretations and difficulties in decision-making.

4. Discussion on Extending Reality and Marketing Buzzwords

  • concerns about the confusion caused by the proliferation of buzzwords in the XR industry, emphasizing the need to focus on extending reality and creating new experiences rather than getting caught up in marketing tactics.

  • importance of unique selling propositions in marketing, suggesting that fragmentation and differentiation in offerings may be beneficial in the short run but could hinder industry adoption in the long term.

  • significance of marketing strategies in establishing a brand, citing examples of successful companies like Apple and Google that excel in marketing by being unique, differentiating themselves, and creating appeal and value.

5. Challenges in Procurement and Support

  • challenges in procurement and support, mentioning the need to capture all keywords for internal shopping experiences, connecting knowledge base articles, and addressing confusion for end users due to the diverse technologies and teams involved.

6. Industry Effort for Immersive Technologies Adoption

  • industry umbrella for immersive technologies, emphasizing the convergence of technologies and the spotlight on AI, hinting at the need for a concerted effort over the next three to five years to drive mass adoption.

7. Challenges in Procurement Evaluation

  • concerns about the lack of understanding in procurement regarding the evaluation of equipment and software, highlighting the need for support and potential collaboration expansion.

Tommaso Tini appointed as Co-Chair of VR/AR Association Aerospace Committee

We are excited to have Tommaso Tini help lead our community for Aerospace and host our online sessions with guest presenters, live discussions, and networking to help you grow your knowledge and connections!

Tommaso Tini is an experienced Senior Client Partner at Unity, where he oversees major accounts across the EMEA region in the Government and Aerospace sectors. His client-centric approach has been instrumental in driving innovation across global Aerospace organizations.

At Unity, Tommaso collaborates with a diverse array of aerospace organizations across the EMEA region, encompassing both civil and defense sectors. The key success factor is the ability to drive change by leveraging Unity's technology platforms and capabilities. This enables a multitude of critical use cases in areas such as virtual collaboration, simulation, and training.

In parallel, Tommaso is a Founding Partner at ToDem Consult where he leads the Sales & Leadership practice, leveraging his experience to train and mentor sales professionals.

Tommaso's commitments extend beyond his corporate roles. He serves as a Steering-Committee Member and Mentor for the non-profit organization Talented Italians in the UK (TIUK). In this role, he provides guidance to young talents, helping them navigate their career paths and realize their full potential.

Adding to his portfolio, Tommaso has recently published his first book titled "Winning Your Sales Game." This book is designed to inspire and equip sales professionals with the tools and strategies needed to enhance their performance and achieve success in the competitive sales landscape.

With a passion for leadership, sales excellence, and mentorship, Tommaso strives to make a significant impact across multiple sectors, championing the development of both organizations and individuals.

I am deeply honored and thrilled to announce my appointment as Co-Chair for the Aerospace Vertical at the VRARA.
This role presents a tremendous opportunity to facilitate collaboration and forge connections between the vibrant EMEA Aerospace community and the global network of experts affiliated with the VR/AR Association.
I am committed to leveraging this platform to foster synergies, share knowledge, and cultivate expertise that will drive meaningful value creation for all stakeholders involved.
Together, we can embark on a journey of innovation and exploration, shaping the future of aerospace technology.
— Tommaso Tini

Craig Storm appointed co-chair of Automotive Committee

We are excited to have Craig Storm help lead our community for Automotive and host our online sessions with guest presenters, live discussions, and networking to help you grow your knowledge and connections!

Craig is passionate about the impact that VR and XR is making on the Automotive industry landscape. Craig brings over 20 years of experience in automotive digital merchandising and related software for retail automotive dealers, and wholesale automotive marketplace platforms. Craig is a graduate of Rutgers University.

I’m excited to co-chair this committee because I strongly believe that the entire industry will eventually be transformed by VR/XR technology, from design and manufacturing to service and the retail experience. I look forward to bringing thought leaders and industry experts together to share new insights as the future is being built in Automotive.
— Craig Storm

Avgoustos Tsinakos and Chrysoula Lazou appointed as Co-Chairs of University and Colleges Committee

We are thrilled to welcome Prof. Avgoustos Tsinakos and Chrysoula Lazou to help lead our community and host online sessions for the University and Colleges Committee.

This committee shares and creates best practices, guidelines, and call to actions for university curricula and research relating to VR and AR.

We are excited for the opportunity given by the VRAR Association to Co-Chair the University and Colleges Committee worldwide.

Our vision is to focus on revealing, collecting and presenting best practices and innovators in Universities and Colleges (per country) in order to inspire and boost cooperation and expertise sharing among Academics, (PhD) Researchers, Teachers/Instructors and inspire the educators of the future.

Immersive technologies can create simulations replicating real-life scenarios, allowing students to practice skills, personalize instruction, track student progress and adjust the difficulty level or provide personalized feedback based on individual needs.  In addition, they offer instructors new ways to present content and engage students in a variety of topics.— Prof. Avgoustos Tsinakos and Chrysoula Lazou

Recap of Scalable Student-driven Production of Scalable XR Learning Experiences

Colleen Bielitz hosted our online session and had Prof Robert LiKam Wa give a presentation.

Dr. Robert LiKamWa is an associate professor at Arizona State University, appointed in the School of Arts, Media and Engineering (AME) and the School of Electrical, Computer and Energy Engineering (ECEE). LiKamWa directs Meteor Studio, which explores the research and design of software and hardware for mobile Augmented Reality, Virtual Reality, Mixed Reality, and visual computing systems, and their ability to help people tell their stories. To this end, Meteor Studio’s research and design projects span three arcs: (i) advanced visual capture and processing systems, (ii) systems for hybrid virtual-physical immersion through augmentation of senses, and (iii) design frameworks for data-driven augmented reality and virtual reality storytelling and sensemaking.

The meeting discussed XR learning at ASU scale and beyond, emphasizing partnerships with AR and VR for diverse learning opportunities and immersive storytelling with Dreamscape Learn. The XR program at ASU was highlighted, focusing on MeSH system implementation for scalability and student accessibility, including studio mentorship and faculty involvement. Initiatives for immersive learning experiences for high school students, meteorology simulations, and XR environments in education were also addressed, along with ongoing research projects and collaborations. The meeting explored micro-credentialing in XR programs, VR applications in education for enhanced learning experiences, and potential collaborations for XR lesson builder platforms. The importance of partnerships, scalability, and philanthropic support were emphasized as next steps for action.

Topics & Highlights

1. Discussion on XR Learning at ASU Scale and Beyond

  • investments in partnerships with AR and VR for different learning opportunities and creating learning experiences for various degree programs at ASU.

  • partnership with Dreamscape Learn, emphasizing immersive storytelling for education and engaging students in their learning by making them characters in their own stories.

2. MeSH - Support Network and Studio Mentorship

  • The decision to have faculty mentors for guilds to provide skills and expert mentorship in their subject areas.

  • Discussion about the collaborative and co-designed approach with clients in the intake process.

3. Implementation of XR Environments in Education

  • importance of instructional design, aligning objectives, and the creative team's role in engaging students. He highlighted the need for assessments, time budgeting, and the involvement of primary roles for project success.

  • interdisciplinary nature of the project, involving students from various programs, the establishment of guilds for skill development, and the role of instructional designers in course design at ASU.

4. Research Projects and Collaborations

  • various research projects, including Hurricane Heroes and the Verizon project, led by PhD students and their publications at different conferences.

5. Virtual Reality (VR) for Education

  • The conversation covers the application of VR in education, specifically focusing on scale perception and immersive experiences. ASU's partnership with Dreamscape for creating educational content and hiring students for various roles is discussed.

Mike Vann appointed as co-chair for VR/AR Association Metaverse Committee for XR, Web3, and AI

We are thrilled to have Mike Vann help us lead our community and host online sessions for Metaverse with guest speakers, live discussion and networking so our Members can grow their knowledge and connections!

Mike is the CEO & Co-founder of Agents of Play, a development studio creating business metaverse, AI-powered avatars/agents and experiential technology for global enterprise, agency, non-profit and .gov partners. In 2024, AOP will launch bizVersive, a platform allowing businesses to create 3D immersive web spaces with AI characters. Mike actively promotes metaverse strategy and technology benefits across all industries.

Driven by the potential of virtual human interactions, Mike is inspired by the entrepreneurs, creatives and technologists shaping the metaverse. He envisions an open metaverse that enhances and extends life and business for everyone.

Previously, Mike collaborated with the world's largest mobile and social gaming properties to develop and monetize vast player communities. His metaverse journey began at the intersection of game development and brands seeking premier branded entertainment experiences. Agents of Play was established by game and brand experts after collaborating with the founders of Activision, leading to the pioneering of Advergames. Before his venture into technology, Mike held media and sponsorship roles at the NFL and New York Times company.

I’m energized to work with a community of innovators to realize the potential and impact of a global metaverse for all. The VRARA Metaverse committee will establish best practices, drive research and enable strategic collaboration among VR/AR/XR, Metaverse, Web3, AI and industry leaders.

The Metaverse has the potential to revolutionize global interaction, economy, and creativity, creating a connected reality that transcends physical boundaries and reshapes how we live, work, and connect.

The future is here, let’s go!
— Mike Vann