VRdirect News: Global FMCG companies using VRdirect

VRdirect News: Global FMCG companies using VRdirect

A global FMCG company is using VR safety trainings to improve employee safety and drive better business results. The training was customized for different employee groups based on their specific roles. Read the full success store here.

VRdirect allows to integrate avatars in VR projects to improve the user experience. 

Recap of our HoloLens is dead, long live Orion

Thomas Hoger hosted our online session with 20+ executives to discuss the discontinuation of Microsoft's HoloLens and Meta’s smartglasses Orion.

The meeting focused on the discontinuation of Microsoft's HoloLens and the implications for companies that invested in it, alongside discussions about Meta's upcoming Orion headset and its potential in the augmented reality (AR) space. Participants expressed concerns regarding the viability of mixed reality devices, particularly HoloLens and Magic Leap, while highlighting the rapid development of Meta's products. Significant concerns were raised about Meta's data security practices, especially in sensitive environments, and skepticism about the integration of Microsoft services in enterprise solutions. Challenges in obtaining clear policy answers and frequent software updates were also discussed. The conversation included trends in AR/VR, emphasizing the need for affordable headsets in the defense sector, and the potential of gamification in training. Insights on XR4 technology were shared, noting its tethered nature and cost-effectiveness for training applications.

Topics & Highlights

1. Discussion on HoloLens Discontinuation and Meta's Orion Headset

  • Participants expressed concern over the discontinuation of HoloLens and the impact on investments made by companies in this technology.

  • The HoloLens from Microsoft has been discontinued, and there will not be a HoloLens 3, with services set to be discontinued at some point.

  • Meta has announced the Orion headset, which is not yet on the market, but there is optimism about its potential in the AR space.

2. Current State of Mixed Reality and Augmented Reality

  • Participants express concerns about the future of mixed reality devices, particularly mentioning the uncertain status of Magic Leap and the challenges faced by HoloLens.

  • rapid development of Meta's products, noting the transition from Quest to Quest 3 and Quest 3S, indicating a positive trend in consumer product development.

  • enterprises will invest in the development of AR glasses, which will subsequently influence consumer products in the next three to five years.

3. Concerns Regarding Meta's Data Security

  • concerns about Meta's data security, stating that their history of surveillance makes him unwilling to use their devices, especially in sensitive environments like defense.

  • Meta's devices are designed to collect data for advertising purposes, which he finds unacceptable for business use, particularly in defense.

  • frustration over the lack of engagement from Meta regarding his concerns about their Oculus for Business setup, indicating a disconnect between Meta and enterprise users.

4. Concerns Regarding Microsoft and Meta in Enterprise Solutions

  • concerns about the need to integrate into Microsoft's environment, specifically mentioning the challenges with Azure and HoloLens, indicating a preference for offline operations.

  • concerns about the trustworthiness of Meta and Mark Zuckerberg, suggesting that enterprises would avoid deploying their products due to security breaches and poor optics.

5. Challenges in Policy and Software Development

  • frustration over the lack of clear answers regarding policy, indicating that the need to attend multiple meetings to get information is problematic. He also raises concerns about the frequent updates required for development software, suggesting it feels intrusive as if the company is 'spying' on his business.

6. Trends in Augmented and Virtual Reality (AR/VR)

  • trend where location-based entertainment is becoming expensive, hinting at a future where XR experiences could be rented at locations like taco trucks in parks.

  • challenges of using current technology outdoors, particularly regarding tracking and operation in daylight, but expresses optimism that these issues are solvable, similar to past advancements with cell phones.

  • strategy of leveraging commercial off-the-shelf headsets for defense applications instead of relying on expensive custom solutions, indicating a shift towards more practical and cost-effective options.

7. Gamification and Certification in Training

  • many organizations invest significantly in training but fail to convert that training into certification, indicating a missed financial opportunity.

8. Discussion on XR4 Technology

  • XR4 is a tethered experience requiring a direct GPU connection, which limits its mobility but enhances its performance for specific applications like medical training and observation posts.

  • compare the cost of the XR4 headset at $10,000 to a quarter million dollar projection dome, highlighting the cost-effectiveness of the XR4 for training purposes.

VRARA Welcomes Hugh Hayden! Our new SF Chapter President!

We’re excited to welcome Hugh Hayden as the new President of the VR/AR Association (VRARA)'s San Francisco Chapter! Hugh brings a wealth of experience from his time at Niantic, Inc., where he’s spent over three years driving innovation in augmented reality. Currently, as Senior Director of Platform Go to Market, he’s been leading strategic initiatives to launch Niantic’s latest platforms and bring engaging AR experiences to a wider audience. 

Before stepping into his current role, Hugh made a significant impact as Director and Head of Business Development & Strategic Partnerships, where he built key collaborations that helped expand Niantic’s AR reach. His earlier role as Senior Manager, Head of Strategic Partnerships, saw him leading major projects that paved the way for groundbreaking partnerships.

We’re thrilled to have Hugh’s leadership and vision guiding the San Francisco Chapter, and we can’t wait to see how he’ll contribute to our mission of growing the VR/AR community through collaboration and innovation. Join us in giving him a warm welcome! Learn more at www.thevrara.com

VR/AR Association (VRARA) | Nathan Pettyjohn | John A. Cunningham | Ariane Fikki | Meg Amsden | Kris Kolo | Gerard Feliciano | #VRARA #VRARASF #VR #AR #XR #Innovate

INSEAD furthers commitment to transform learning experience through partnership with XR-AI platform AVRIS

INSEAD furthers commitment to transform learning experience through partnership with XR-AI platform AVRIS

INSEAD, The Business School for the World, announced today that the school has secured a shareholding in AVRIS, the world’s leading Extended Reality (XR) platform for business training. This partnership marks a new chapter in INSEAD’s long legacy of being at the forefront of innovation in management education, supporting the school’s priority in offering transformative learning experiences.

INSEAD’s collaboration with AVRIS began in 2020, when the school launched the Immersive Learning Initiative, a global centre of excellence, on its Middle East Campus in Abu Dhabi. The initiative, which sits in the school’s Research & Innovation Department, aims to increase the impact of management education and advance academic research using XR and AI technologies, benefiting from INSEAD’s academic excellence combined with AVRIS’ media and technology capabilities.

Working with AVRIS, INSEAD has created INSEAD XR, a comprehensive, scalable, cost-effective and user-friendly XR-based solution. With more than 25 VR experiences to date, INSEAD XR boasts the world’s largest library of VR experiences for management education. More than 40 INSEAD faculty have either used or are developing VR experiences and more than 20,000 learners globally have benefitted from it. Today, ten institutions around the world have adopted the INSEAD XR solution.

Website: https://www.insead.edu/news/insead-launches-worlds-largest-xr-immersive-learning-library-management-education-and-research

Contact:
Name: Daniel Landau
Email Address: daniel@avris.io

5th Annual Ready Player Golf Virtual Reality Charity Fundraiser

𝗧𝗵𝗲 𝟱𝘁𝗵 𝗔𝗻𝗻𝘂𝗮𝗹 𝗥𝗲𝗮𝗱𝘆 𝗣𝗹𝗮𝘆𝗲𝗿 𝗚𝗼𝗹𝗳 𝗩𝗶𝗿𝘁𝘂𝗮𝗹 𝗥𝗲𝗮𝗹𝗶𝘁𝘆 𝗖𝗵𝗮𝗿𝗶𝘁𝘆 𝗙𝘂𝗻𝗱𝗿𝗮𝗶𝘀𝗲𝗿 𝗶𝘀 𝗙𝗿𝗶𝗱𝗮𝘆, 𝗡𝗼𝘃𝗲𝗺𝗯𝗲𝗿 𝟮𝟮

Register Here

Our community is coming together for year 5 of Ready Player Golf where your $100 tax deductible donation to play Golf in VR with your friends brings VR experiences to kids battling terminal pediatric cancer. For the third year in a row, we are benefiting Children’s Cancer Research Fund's Big Dreams Virtual Tour, run by James Orrigo.  Your overwhelming support has made a huge impact, and this year, we’re taking it to the next level!

NEW THIS YEAR: We’re inviting our amazing supporters to step up as Team Captains! Lead your own team of up to 8 players for a fun-filled day of virtual golf in Walkabout Mini Golf and ENGAGE on November 22nd.

Here’s how you can get involved:
Register as an individual and join an existing team.
Help us by reposting this with your own thoughts.

Become a Team Captain: Create a team and invite up to 7 friends or colleagues to join you. Each player donates $100 to play.

As a SUPPORTER in our XR community, WE are excited for you to join in, amplifying the impact. Here's how you can get started!:

— Join a TEAM

- Build Your Squad: Up to 8 players can join a team!  So INVITE a friend to join in. We’ll send you a  link to share with your network, making it easy for them to sign up.
- Promote Your Team: Celebrity Captains are provided with a Customized Team Leader Card to share on socials and with your community, letting everyone know you’re leading the charge for this great cause
- Play in VR: The event takes place in VR on Walkabout Mini Golf and ENGAGE, supported by Meta ( Quest & Rift), Steam VR, and Pico platforms.

If you’re unable to attend but would still like to support, we welcome individual donations or sponsorships to help us make a difference for these kids.

This is your chance to lead, have fun, and make an even bigger impact. We couldn’t do this without the incredible heart of our community, and together we’re making a difference that matters.

Your donations are tax deductible through the Academy of Immersive Arts and Sciences a 501(c)(3) Public Charity.

Register here

Academy of Immersive Arts and Sciences | ENGAGE XR | VR/AR Association (VRARA) | Ben Erwin | Karen Alexander | Ariane Fikki | Sophia Moshasha | Nathan Pettyjohn | Mighty Coconut | #VRARA #ReadyPlayerGolf #CharityEvent #VRforGood #WalkaboutMiniGolf #ChildrensCancer #EngageXR

VRARA Member M3D Technologies Presents Immersive Experiences & Innovation Demo Event During IAAPA in Orlando

Orlando, FL — November 20-21, 2024 — M3D Technologies is thrilled to announce an exclusive opportunity for industry leaders, innovators, and experience designers at the Immersive Experiences & Innovation Demo Event, taking place during IAAPA in Orlando. This two-day event will showcase the next generation of interactive and immersive technologies that are redefining the future of entertainment and attractions.

Held just five minutes from the Convention Center at 9460 Delegates Dr., this event will offer attendees hands-on demonstrations and an inside look at cutting-edge advancements in Virtual Reality (VR), Augmented Reality (AR), Extended Reality (XR), Motion Capture, and interactive simulation tools tailored specifically for the entertainment industry. With sessions scheduled at 11:00 AM and 2:00 PM on both November 20 and 21, guests can experience the latest innovations designed to enhance guest engagement, operational efficiency, and digital interaction within theme parks, arcades, and attractions.

What to Expect:

Attendees will be immersed in the forefront of digital engagement technology, witnessing firsthand the incredible potential of VR, AR, XR, and Motion Capture to elevate visitor experiences and revolutionize entertainment spaces.

Event Highlights:

- Hands-On Demos: Step into fully customizable VR and AR environments and see how advanced XR and Motion Capture are transforming guest interactions, creating more dynamic and personalized experiences.

- Industry-Specific Solutions: Explore technology tailored to meet the unique demands of the entertainment sector, enhancing customer engagement and driving operational excellence.

- Innovative Tech Unveilings: Be among the first to discover breakthrough products designed for the future of entertainment, including interactive displays and gamified simulations that set new standards in visitor satisfaction.

“Our mission at M3D Technologies is to push the boundaries of immersive engagement and deliver innovative tools that set a new standard in the attractions industry,” said Justin Spears, Chief Growth Officer. “This event will showcase how our technology can transform experiences and drive deeper connections with audiences.”

Whether you’re seeking to innovate within your space, optimize guest engagement, or gain insight into the future of the entertainment industry, this event promises to be a must-attend showcase of what’s next in immersive tech.

Event Details:

- Dates and Times: November 20 & 21, 2024, with sessions at 11:00 AM and 2:00 PM

- Location: M3D Technologies, 9460 Delegates Dr., Orlando, FL (5 minutes from the Convention Center)

- Registration: https://www.eventbrite.com/e/immersive-experiences-innovation-demo-event-tickets-1082276852199

Join M3D Technologies and fellow industry leaders as we dive into the future of entertainment at the Immersive Experiences & Innovation Demo Event. Spaces are limited, so secure your spot today and be part of this exciting exploration of interactive technology.

For contact:
Matthew Hogan, Founder & CEO
M3D Technologies
linkedin.com/in/matthew-hogan-j

Justin Spears, Chief Growth Officer
M3D Technologies
Email: justin.spears@m3dvr.com
Website: https://m3dvr.com
Address: 9460 Delegates Dr, Orlando, FL 32387
LinkedIn: https://www.linkedin.com/company/m3d-technologies/

VRARA Madrid Chapter and Madrid Network Join Forces to Propel Innovation at “Tech Business Planet Madrid 25” (PlaNET25)

VRARA Madrid Chapter and Madrid Network Join Forces to Propel Innovation at “Tech Business Planet Madrid 25” (PlaNET25)

Madrid, November 2024 — The VR/AR Association (VRARA) Madrid Chapter and Madrid Network have officially signed a collaboration agreement to co-host and energize the upcoming event, “Tech Business Planet Madrid 25” (PlaNET25), scheduled to take place on January 15th and 16th, 2025, in Madrid.

PlaNET25 aims to be a transformative gathering, connecting the business community—particularly small and medium-sized enterprises (SMEs)—with top-tier knowledge institutions and influential public and private sector leaders. With active involvement from the Clusters and Hubs of the Community of Madrid and support from the Madrid City Council, this event is poised to become a major platform for exploring transformative trends and technologies that can propel businesses forward.

The event's overarching goal is to equip Madrid-based and Spanish SMEs with the practical tools and insights they need to navigate an increasingly complex technological landscape. By fostering a deeper understanding of how technology can drive business competitiveness and scalability, PlaNET25 aims to be a showcase of Madrid's innovation ecosystem, promoting collaboration among key players in clusters, innovation hubs, and entrepreneurship centers.

Key Objectives of PlaNET25:

  • Empower SMEs with the knowledge and strategies to grow in challenging environments.

  • Unite the innovation ecosystem of Madrid around a common initiative to promote dynamic knowledge exchange.

  • Create collaboration opportunities between companies and research institutions, advancing public-private partnerships.

  • Highlight success stories from Madrid’s economy and academia to inspire a culture of innovation within businesses.

  • Position Madrid as a leading international hub for applied business innovation.

Strategic Alliance: VRARA and Madrid Network

This collaboration with VRARA Madrid Chapter will play a pivotal role in shaping PlaNET25. The agreement grants VRARA several key privileges:

  • Official designation as a Collaborating Entity for PlaNET25.

  • Recognition as a leading expert in Innovation and Digital Transformation.

  • Joint communication efforts to promote this strategic partnership.

  • Inclusion of VRARA’s branding across event materials and presence on the event’s microsite.

  • Participation in advisory councils to contribute to event content, propose expert speakers, and shape the program.

  • Provision of a 50% discount code for unlimited use and exclusive VIP tickets for selected guests.

  • The opportunity to contribute as a Guest Author for the event’s blog and multimedia content.

  • Active involvement in developing immersive experiences within the dedicated space, "The Immersive Planet," to showcase cutting-edge innovations.

VRARA's Commitments:

  • Promoting PlaNET25 to its network via a dedicated newsletter and consistent social media engagement (Twitter, LinkedIn, Facebook).

  • Amplifying PlaNET25’s presence through targeted posts and allowing event organizers to tag VRARA in key social media updates.

This collaboration marks a significant milestone in leveraging the power of immersive technologies and strategic partnerships to foster an environment of growth and innovation. Together, VRARA and Madrid Network are dedicated to creating a vibrant space where businesses can explore, learn, and thrive in the face of tomorrow's technological challenges.

VRARA Members get 50% discount on VIP tickets, email info@thevrara.com for your code

https://planet.madrid/

For more information, visit the official event page or follow #PlaNET25 on social media.

VRARA Member Cavrnus Launches Next Generation of its Collaboration Platform

With extended cross-OS and device support now including Web standards, transforming any Unreal Engine or Unity project into a native multi-user application is easier and faster than ever before.

Cavrnus, the leader in spatial collaboration innovation, is excited to unveil its next-generation Cavrnus Spatial Connector (CSC) for Unreal Engine and Unity, now enhanced with additional CSC support for .NET and JavaScript—broadening its platform for seamless integration tailored to web developers. With this new release, developers using .NET and JavaScript can now effortlessly integrate collaborative features—such as multi-user support, content synchronization, and real-time communication—into both new and existing applications, and across a wide range and combinations of XR, desktop, and web experiences. This offering saves developers significant time and resources by providing out-of-the-box functionality that would traditionally take months to implement, resulting in enhanced user experiences by providing real-time updates and collaboration capabilities seamlessly across platforms. As a result of this dramatic evolution, Cavrnus has become “The Collaboration Platform,” reflecting its mission to provide instant multi-user collaboration across a wide range of applications.

This new offering joins the Cavrnus Spatial Connector (CSC) for Unreal Engine and Unity, which enables creators to add powerful collaboration tools with minimal effort. The CSC provides seamless multi-user interaction, live transcription, persistent sessions, voice and video conferencing, and a fully customizable user experience—all without needing to write code. A recent update to the CSC has introduced a streamlined UI along with an enhanced feature set, ensuring developers can deploy large-scale collaborative solutions faster than ever.

“Cavrnus is redefining collaboration with the Cavrnus Spatial Connector (CSC) for Unreal Engine, Unity, .NET, and JavaScript—making real-time, multi-user interaction seamless across platforms," said Anthony Duca, CEO of Cavrnus. "As 'The Collaboration Platform,' our mission is to empower developers to quickly and easily integrate robust collaborative features effortlessly, transforming how teams connect and create. This launch is a major step forward in making spatial collaboration accessible, scalable, and intuitive for everyone.”

Founded in 2016 and headquartered in San Diego, California, Cavrnus has raised institutional Series A funding from Epic Games, Galaxy Interactive, and other investors. Cavrnus enjoys strategic partnerships with Epic Games, Unity, Meta, NVIDIA, AWS, Qualcomm, Lenovo, Bentley Systems among others. The company's focus remains on transforming the way teams collaborate across spatial applications by making it faster and easier to implement immersive multi-user experiences.

Cavrnus offers an easy-to-try free trial of its full-featured, enterprise-grade Pro plan, with no credit card required. To learn more or get started, visit www.cavrnus.com

About Cavrnus

The Cavrnus Platform is enabling teams across industries to transform any application into a fully immersive, multi-user experience. From architecture, engineering, and construction (AEC), to product design and configurators, training and learning experiences, digital twins, manufacturing, and beyond—Cavrnus empowers users to collaborate in real time, make better decisions faster, and drive innovation across spatial environments. With a focus on extensibility and ease of use, Cavrnus seamlessly integrates collaboration into the tools you already use, creating limitless possibilities for how teams connect and create.

Media Contact:
Anthony Duca
Cavrnus Inc.
press@cavrnus.com

XPANCEO Named One of The Europas’ 100 Hottest Startups for 2024

XPANCEO, a deep-tech company developing next-generation smart contact lenses, has been recognized by The Europas as one of 2024’s 100 Hottest Startups. Curated by TechCrunch editor-at-large Mike Butcher, this prestigious list has previously recognized industry titans like Spotify, Revolut, and FarFetch in their early stages.

Having already showcased nine advanced prototypes and earned multiple other prestigious awards, XPANCEO continues to make waves in the AI-powered XR tech landscape. The company is on track to deliver the world’s first fully functional smart contact lens by 2026, making good on its mission to redefine human-computer interaction through groundbreaking XR interfaces.

Enrollment for December VRARA Executive Forum Cohort Now Open

Enrollment for the December Cohort of the VRARA Executive Forum is now open. This exclusive program is for business and innovation team executives who want to learn how to leverage XR and AI in their businesses and collaborate/learn from the experts in the industry and their peers from "non-competitive" organizations.

Led by COO John Cunningham, this dedicated program is for "end user" business and innovation leaders. It is not a technology program but rather a 12 month "Executive MasterClass in XR/AI" program with cohorts of up to 10 individuals with curated programming.

The best thing about the program is that it is FREE for our Corporate Innovation Team and Corporate level members. What a benefit!

There is nothing like this out there today, and the VRARA is launching this much needed program to help executives figure out how to scale XR and AI!

The cohort duration will be December 1-30th, with a new cohort beginning December 1st.


If you are interested, please email john@thevrara.com for more information.

VRARA Member Mass Virtual Wins Best Training Application at the 16th Unity Awards for Virtual Hangar

Orlando, FL – October 31, 2024. Mass Virtual announced today its groundbreaking platform, Virtual Hangar ™, has been recognized as the winner of the Best Training Application in the Industry category at the 16th Unity Awards. This prestigious award celebrates the most innovative and impactful use of Unity technology that pushes the boundaries of immersive training experiences.

Deployed worldwide to support the Department of Defense (DoD), Virtual Hangar leverages extended reality (XR) technologies from the MassXR platform to provide a transformative learning environment that empowers teams to train anytime, anywhere.

A meticulously handcrafted platform for enhancing human performance, MassXR equips organizations with the latest spatial learning capabilities. Built specifically from the ground up to assist organizations, even those with no existing XR strategies, it revolutionizes the way organizations manage and deliver training through the Universal Learning Content Management System, which offers in-session student and curriculum management, and real-time in-session and post-session analytics.

“We are thrilled to receive this honor from Unity,” said John Brooks, CEO of Mass Virtual. “This award underscores the dedication and excellence of the Mass Virtual team in advancing XR technology to meet our customers’ needs. Virtual Hangar exemplifies the passion our team brings to every project, and their commitment to enhancing human performance and delivering positive outcomes.”

The Unity Award is a significant milestone for Mass Virtual, further proving its leadership in the XR industry and dedication to delivering superior immersive training solutions to its customers. 

“Our mission has always been to empower industries with the most advanced training ecosystems, and this award reaffirms our pursuit of excellence in delivering reliable, scalable, and cutting-edge solutions,” Brooks said. 

For more information about Virtual Hangar or to explore Mass Virtual’s range of XR training solutions, visit www.massvirtual.com.

About Mass Virtual

Mass Virtual stands at the forefront of the XR industry, providing next-generation immersive solutions that transform training and education. With 15 years of experience, Mass Virtual designs, develops, and deploys cutting-edge XR platforms for defense, government, and commercial sectors, with a focus on enhancing human performance and operational efficiency. Learn more at www.massvirtual.com.



US NRC Awards Oberon Technologies® Extended Reality for Technical Training Contract

🌟 Exciting News for the XR Industry! 🌟

I’m thrilled to share a groundbreaking achievement by VRARA member, Oberon Technologies! They’ve been awarded a significant contract by the US Nuclear Regulatory Commission (US NRC) to develop and manage extended reality (XR) training solutions for inspectors and personnel.

This contract will empower the US NRC to address critical industry challenges, such as an aging workforce, and streamline the onboarding of new resources. By leveraging XR, Oberon Technologies® is leading the charge in revolutionizing technical training, ensuring efficiency, engagement, and a future-ready workforce.

Congratulations to the entire Oberon Technologies team for this incredible accomplishment! It’s inspiring to see our members pushing the boundaries of innovation and reshaping the future of immersive learning.

🔗 Read the full press release here: https://www.oberontech.com/us-nrc-awards-oberon-technologies-extended-reality-for-technical-training-contract/

#VRARA #XR #ImmersiveTech #TechnicalTraining #Innovation #OberonTechnologies #NuclearSafety #FutureOfTraining #XRTraining

Celebrating a proud achievement for VRARA ASU Member’s Global Launch! 🎉

At the #MetaEducatorSummit, Emilia Gracia, Senior Global Educator, showcased the transformative potential of VR in language learning. By creating immersive and interactive experiences, VR is reshaping education, engaging students, and expanding access to high-quality learning across the globe.

ASU continues to lead in educational innovation, pioneering the future of global learning.

👉 Dive into the full story to discover how Global Launch and ASU are making a powerful impact with VR technology: https://news.asu.edu/b/20241030-asu-global-launch-innovates-virtual-reality-meta-educator-community-summit-2024

Arizona State University IMMERSE | #MetaEducatorSummit #ASUGlobalLaunch #Innovation #VirtualReality

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

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

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

Topics & Highlights

1. Mental Health and Virtual Reality

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

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

2. Use of Virtual Reality in Therapy

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

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

3. Virtual Reality Therapy for Phobias

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

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

4. AI in Virtual Reality

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

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

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

5. AI in Therapeutic Settings

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

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

6. Advancements in AI and VR Technology for Clinical Use

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

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

7. Introduction of Metahumans in VR Therapy

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

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

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

8. Integration of Mindfulness in Patient Engagement

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

9. Augmented Reality in Therapy

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

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

10. Addressing Social Anxieties Post-COVID

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

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

11. Customization in PsyTechVR

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

12. Ethical Considerations in AI Representation

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

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

13. Use of Technology in Clinical Observations

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

🌟 Welcome Expanded Existence (eXeX) to VRARA! 🌟

We are thrilled to congratulate our newest member, *Expanded Existence (eXeX)*, for receiving a prestigious recognition from Time Magazine! 🏆🎉 Highlighted in Time Magazine, eXeX stands out as a trailblazer in redefining immersive experiences that bridge the physical and digital worlds, offering a groundbreaking perspective on how technology can enhance and elevate human connection and creativity.

The VRARA is proud to have such an innovative, visionary company joining our global community. We look forward to supporting eXeX on their journey to create impactful, transformative VR experiences that inspire and engage.

Let’s celebrate this achievement and warmly welcome eXeX into the VRARA family! 🚀🌐

Full Article: https://time.com/7094558/exex-experiencex/

#VRARA #VRCommunity #ImmersiveTech #Innovation #ExpandedExistence #VRRecognition #TimesMagazine

Sony Electronics Unveils Major Updates to Spatial Reality Display with SDK 2.4.0

Introducing Multi-Display Support, Viewer Log Capabilities, and Expanded Development Tool

 PARAMUS, NJ — Oct. 30, 2024 — Sony Electronics has released the software development kit (SDK) version 2.4.0 for its Spatial Reality Displays (SRD), delivering powerful new tools and features designed to elevate the 3D-content creation and display experience. With the addition of multi-display support, viewer log functionality, and extended development platform compatibility, this update empowers content creators to produce even more immersive and high-impact 3D content .

 Multi-Display Support for Expansive 3D Experiences

SDK version 2.4.0 introduces the ability to combine multiple Spatial Reality Displays for larger and more engaging visual setups. This new functionality opens exciting opportunities across various industries, from museums and exhibitions to digital signage:

  • Vertical Array: Stack up to four displays for life-sized, full-body figures or tall content that brings a lifelike presence to immersive installations.

  • Horizontal Array: Align up to three displays for wide-screen, panoramic 3D content, ideal for large-scale presentations and events.

  • Grid Array: Create a 2x2 grid of four displays, producing the equivalent of a 55-inch screen,  perfect for displaying large objects or creating impactful viewing experiences.

 Viewer Log for Performance Insights

 Another key feature of SDK 2.4.0 is the new viewer log capability. This tool allows content creators to gather quantitative data on viewer engagement, including the number of viewers and viewing duration, providing valuable insights into the performance of 3D content at exhibitions, events, and installations. This data can help optimize content and improve visitor engagement.

 Expanded Support for Leading Development Platforms

 SDK 2.4.0 enhances application development by expanding support for key platforms, including:

  • Unreal Engine 5.4

  • Unity Plugin DX12

  • Extended OpenXR compatibility

 These advancements make it easier for developers to integrate the Spatial Reality Display into existing workflows, enabling the creation of highly realistic 3D content with more intuitive, efficient development processes.

 Upcoming Firmware Version 1.30.00 Further Enhances Display Performance

 Alongside the SDK release, Sony will introduce firmware version 1.30.00 for the ELF-SR2 model at the end of November 2024. This firmware update builds on the display's capabilities by improving facial recognition performance, making the 3D viewing experience even smoother and more seamless. Additionally, it expands color gamut support with DCI-P3 and Rec.2020 compatibility, allowing for more vibrant and accurate color reproduction . The firmware also introduces side-by-side stereoscopic 3D viewing, which can be activated through the function (Fn) button, further enhancing the depth and realism of 3D content .

 Together, SDK 2.4.0 and firmware 1.30.00 mark a significant step forward in Sony’s commitment to delivering the best tools for 3D content creation and immersive display, offering creators more control, flexibility, and impact.

 For more details  and to download the latest SDK, visit the Spatial Reality Display developer site here.

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

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

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

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

VRARA & HTC Vive: Powering the Future of Energy with XR Innovation

🌟 Big News in XR for Energy! 🌟

HTC Vive has just launched an essential resource for the energy sector: the 2024 XR for Energy E-Book! This comprehensive guide, unveiled at today’s VRARA Energy Committee meeting, highlights the transformative power of XR technology in the energy industry. From improving workforce training and safety to optimizing operational workflows, XR is reshaping the way energy leaders approach their work.

This initiative is a collaboration with the VRARA, reflecting HTC Vive’s dedication to innovation and impact as a proud corporate member. We’re excited to bring this resource to the industry and to see XR technology in action!

📥 Dive into the E-Book and discover the future of XR in energy: https://business.vive.com/us/stories/xr-energy-ebook-2024/

Let's help spread the word on this incredible contribution to the industry!

#HTCVive #VRARA #XR #EnergyInnovation #DigitalTransformation #EnergySector #VirtualReality