The time is now! Get ready for our VR/AR Global Summits! North America in June & Europe in Sept/Oct

Our VR/AR Global Summit Online is the largest and fastest growing immersive tech event in the world!

Our June 2020 Global Summit had 11,000+ attendees, 250+ Speakers, Exhibitors, plus 1000s interactive 1-on-1s, 30 networking group sessions on specific topics/verticals, and so much more!

We will have two Global Summits online in 2021:

  1. North America on June 2-4 (Summer)

  2. Europe on Sept 29-Oct 1 (Fall)

Apply here to Speak, Exhibit, and or Sponsor!

Virtually yours,

VRARA team

P.S. Below are a few testimonials from our past Exhibitors and Sponsors.

"The Summit brought together large audiences who were very interested in and knowledgeable about VR from around the world. With the move toward an online summit, the VR/AR Association team was able to tap into fantastic presenters from so many parts of the world, with such great diverse backgrounds. We were thrilled to present the HP Reverb G2 at the Summit and reach such a powerful community.”

Joanna Popper, HP

“Our team was able to engage with new potential customers, partners, analysts and media, leading to over 300 qualified leads for our team to follow-up with including multiple Fortune 500 customer opportunities.”

— Mattney Beck, Lenovo

“We found the virtual expo space drew an engaged audience. Attendees embraced the online format, jumped into the booth to ask questions and were eager to learn more about Calgary as a destination to grow their career or business.”

— Chelsea Hallick, Calgary Economic Development

Daimler, KLM, Medtronic, Lockheed Martin to speak at our VRARA Enterprise Forum in March!

 
 

The VRARA Enterprise Forum is a very focused event for the Enterprise that will bring together the leading industry players.

Confirmed end-users/brands participating include Daimler, KLM, Medtronic, Lockheed Martin, Toyota, among others!

We expect 500+ executives and we will cover automotive, aviation, manufacturing, mining, telecoms, and address uses case/solutions such as field services, maintenance & repair operations, inspections and surveying, production operations, among others.

In addition to presentations, sessions, and demos, we will have the best-in-class online networking in groups and 1-on-1's that will enable you to connect on video or via chat with all the Speakers & Sponsors and other executives attending!

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

If you haven't yet, get tickets here today before the early-bird pricing ends!

In 2020, I attend two VRARA online forums. The networking ("speed dating" / 1-on-1 networking) was exceptional. I met CEOs and industry leaders from all over the world, and it was truly a blast! Having 5 minutes of undivided attention with industry leaders is fantastic (better than at in-person events where people can be distracted). I got 70+ leads for my business to pursue. The content and speakers were outstanding, so I'd say I totally got my money's worth. The online platform ran smoothly so I have zero complaints there. This platform does a great job of enabling you to reach key decision makers in a relaxed yet fun way. I highly recommend it."

- Cathy Edstrom Grochowski

Call for Participation: Industry Report featuring best British companies!

UK VR AR Report.png

VR/AR Association London Chapter is producing an industry report on the UK’s Virtual and Augmented Reality ecosystem to promote British companies and organizations involved with immersive technologies and media.

The UK's immersive market is growing rapidly. We already have hundreds of companies, agencies and brands developing VR and AR solutions. This ranges from small startups to large organisations with operations in the UK developing immersive technologies for global use.

As well as this group of companies, many Universities, Research Centers, and Training Centers research, discuss and develop immersive technologies all across the country.

There is a lot of social interest, willingness and experience in creating skills and recently the expectation of implementing 5G networks in the country, which should happen in the beginning of 2021.

The potential of immersive technologies and the way they are already changing the reality in many companies and services in the UK, mainly for the end consumer, was well evidenced in the first VR/AR Global Summit Online this year, with several panels dedicated to the UK market.

Our local chapter has developed relevant partnerships with trade associations and important local institutions, such as ETSA (The European Training and Simulation Association), to join forces and work together to be even stronger and to spread immersion technology throughout the country and also looking for the European market.

Our Industry Report will specifically highlight the following:

 • Size of the UK market

 • Number of relevant companies in the UK

 • Local directory and Company info (size: number of employees, revenue; vertical, customers)

 • Reasons why company is based in the UK

 • Needs and hopes from and for the local ecosystem


Our report will be promoted via global VRARA channels and partners, which includes: Our global newsletter to over 35k emails, on our website (20K unique visitors per month), and social media (50K followers). 

If interested to Sponsor, email londonmarketing@thevrara.com

To get featured in the Report, submit your company / org info here

Virtual Reality Training 2021: The Year of Mobile

Where is VR training headed in 2021?

One word: mobile.

Here are our predictions for VR training next year.

Standalone headsets will become the norm for future VR training deployments
Oculus Quest 2 (see our video review), Vive Focus Plus, and Pico Neo 2 all come with enough graphical processing power to effectively simulate realistic environments and equipment.

In terms of cost, standalone or all-in-one headsets are typically less than $1,000 each (including a commercial use license).

With standalone headsets, remote and on-demand VR training become not just a possibility, but a probability.

With mobile VR joining the remote and on-demand trends, it will reduce the need for capital-intensive training rooms, SMEs and equipment.

VR training will become a full-fledged element of the standard curriculum.

When we look back at 2021, we’ll remember it as the year VR training took off.

Contact

Name: Alejandro Echeverry

Email Address: alejandro.echeverry@foundry45.com

Website URL: https://foundry45.com

Lenovo introduces Smart Glasses at CES 2021! ThinkReality A3, the Most Versatile Smart Glasses Ever Designed for the Enterprise

New Smart Glasses Enhance Productivity for the Office Professional and Industrial Worker in Small Business or Global Enterprise, and Everywhere In-between

January 10, 2021 – Today, during the Consumer Electronics Show (CES®), Lenovo™ introduced the ThinkReality™ A3 lightweight smart glasses. One of the most advanced and versatile enterprise smart glasses to come to market, the ThinkReality A3 is part of a comprehensive digital solutions offering to deliver intelligent transformation in business and bring smarter technology to more people.

As increasingly distributed workforces and hybrid work models become the reality of a new normal, small and large businesses around the world are looking to adopt new technologies for smart collaboration, increased efficiency, and lower downtimes. From customized virtual monitors and 3D visualization to Augmented Reality (AR) assisted workflows and immersive training, the ThinkReality A3 helps transforms work across many levels of the enterprise.

The ThinkReality A3 tethers to a PC or select Motorola smartphones1 via a USB-C cable depending on the needs of smart workers anywhere. Versatile, portable, and comfortable, the ThinkReality A3 fits like sunglasses and can be enhanced with industrial frame options for safer and more durable use. Immersive but not isolating, the AR smart glasses are powered by the Qualcomm® Snapdragon™ XR1 Platform for high-quality performance and feature stereoscopic 1080p displays presenting the user with up to 5 virtual displays. An 8MP RGB camera provides 1080p video for remote expert use cases while the dual fish-eye cameras provide room-scale tracking.

“The A3 is a next generation augmented reality solution – light, powerful and versatile. The smart glasses are part of a comprehensive integrated digital solution from Lenovo that includes the advanced AR device, ThinkReality software, and Motorola mobile phones. Whether working in virtual spaces or supporting remote assistance, the ThinkReality A3 enhances workers’ abilities to do more wherever they are,” said Jon Pershke, Lenovo Vice President of Strategy and Emerging Business, Intelligent Device Group.

PC Edition for Virtual Monitors

The ThinkReality A3 PC Edition tethers to a laptop or mobile workstation to enable users to position multiple, large virtual monitors in their field of view and use Windows software tools and applications. Virtual monitors expand the value of PCs, creating more productivity, privacy, and immersive experiences for industries like finance, architecture and engineering, as well as for any remote and mobile worker where space and privacy are limited.

Virtual monitors are optimized and compatible with Lenovo’s leading ThinkPad laptops and mobile workstations powered by Intel and AMD Ryzen™ processors.

Industrial Edition for Enhanced Decision Making in Complex Environments

The ThinkReality A3 Industrial Edition tethers to select Motorola smartphones1 for hands-free, AR-supported tasks in complex work environments. The Industrial Edition is supported by the ThinkReality software platform, which enables commercial customers to build, deploy, and manage mixed reality applications and content on a global scale, with global support.

For use in scenarios from factory floors and laboratories to busy retail and hospitality spaces, certified turnkey applications on the ThinkReality platform powers remote assistance, guided workflows, and 3D visualization. Now, industrial workers have a light, flexible and scalable set of smart glasses to increase productivity and safety while decreasing error rates in daily tasks.

ThinkReality Ecosystem of AR/VR Solutions

Lenovo’s ThinkReality platform is helping accelerate adoption of the next generation of wearable computing — offering smarter technology to enable smarter workers. With the growing ThinkReality cloud-agnostic ecosystem of hardware and software solutions, enterprises have more choices in building and deploying mixed reality technologies to improve business.

Lenovo AR devices include the ThinkReality A3 smart glasses and A6 headset. The ThinkReality A6 features a full-featured sensor array, expandable memory, 1080p resolution waveguide optics, and a removable battery for extended use of the head mounted display.

VR use cases in the enterprise are rapidly expanding from training and simulations to immersive experiences for sales and marketing, as well as other applications. The Lenovo Mirage™ VR S3 all-in-one headset is specifically designed for enterprise and is ready to scale for global operations and is ideal for soft-skill training solutions. For advanced, high-performance mixed reality and virtual reality applications, Lenovo offers a portfolio of workstations certified to work with various Varjo XR/VR headsets and is a reseller of Varjo’s human-eye resolution solutions.

Availability
The Lenovo ThinkReality A3 smart glasses will be available in select markets worldwide starting mid-2021. Visit the ThinkReality A3 web page to find out more, or contact your local Lenovo sales representative.

Visit the Lenovo StoryHub CES press kit for images and full specs and Lenovo’s CES homepage for more details.

About Lenovo
Lenovo (HKSE: 992) (ADR: LNVGY) is a $50 billion Fortune Global 500 company, with 63,000 employees and operating in 180 markets around the world. Focused on a bold vision to deliver smarter technology for all, we are developing world-changing technologies that create a more inclusive, trustworthy and sustainable digital society. By designing, engineering and building the world’s most complete portfolio of smart devices and infrastructure, we are also leading an Intelligent Transformation – to create better experiences and opportunities for millions of customers around the world. To find out more, visit https://www.lenovo.com, follow us on LinkedInFacebookTwitterYouTubeInstagramWeibo and read about the latest news via our StoryHub.

1 Compatible with Motorola smartphones using a Qualcomm Snapdragon 800 series processor or better, and DisplayPort capability.

LENOVO, THINKREALITY and LENOVO MIRAGE are trademarks of Lenovo. MOTOROLA, the Stylized M Logo, MOTO and the MOTO family of marks are trademarks of Motorola Trademark Holdings, LLC. Qualcomm and Snapdragon are trademarks of Qualcomm Technologies Inc. Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc. and/or its subsidiaries. AMD and Ryzen are trademarks of Advanced Micro Devices, Inc. Intel, the Intel logo, and other Intel marks are trademarks of Intel Corporation or its subsidiaries. USB Type-C® and USB-C® are registered trademarks of USB Implementers Forum. All other trademarks are the property of their respective owners.  ©2020, Lenovo Group Limited.

Call for Sponsors for our VRARA Education Forum in April!

This is a one day event in April. The date will be confirmed ASAP. 

The VRARA Education Forum brings together the best minds in the Virtual & Augmented Reality ecosystem in the education sector!  Meet the top vendors and end-users who are leading in this space!  

In addition to presentations, sessions, and demos, we will have the best-in-class online networking!  We will have group networking, plus, a 1-on-1 networking area that will enable you to connect on video or via chat with all the Speakers & Sponsors and other executives attending, where you can preview each other's credentials and bio, and talk business!

We expect 800+ executives from leading vendors and top end-users, education organizations, brands.

If interested to sponsor, email info@thevrara.com 

Atmos VR announces £1m investment and plans to open the UK's first 4D Fully Immersive VR Venue in 2021

  • Digbeth, Birmingham, chosen for new venue with eight more planned across UK

  • Atmos VR providing expertise and vision for new public entertainment venture

  • £1million investment secured for new VR business, expanding on B2B credentials

  • Warehouse is opposite the one used to film Ready Player One

Atmos VR has announced plans to open a new multiplayer ‘free roaming’ interactive game which has been developed with post-COVID audiences in mind and will offer restricted numbers of players in socially-distanced entertainment across the one-hour shows.


The new venue in the West Midlands, will be the first of eight planned to be rolled-out across the country over the next five years. As a UK first, the venue will offer free-roaming four-dimensional experiences with senses enhanced on every level. This could include: moving floors, the ability to feel things around you, pick up and touch virtual objects in the game and smell the atmosphere.


Founder, and event technology strategist, Kevin Blair, brings long-term military and commercial expertise in the VR space that he has spent the last three years developing the concept.

Kevin Blair, explains “Atmos VR’s aim is to bring creative content to life using the latest immersive technology, constantly evolving VR and beyond and pushing the experiential boundaries of immersive experiences. According to a recent study, three-quarters (76%) of immersive entertainment companies successfully haveattendance up to 10,000 per year, meaning we can provide immersive experiences aimed at smaller audiences who are already seeking a more personal setting. 

The immersive entertainment industry was valued in 2018 at more than $4.5 billion2 globally. Currently there are around 5,700 locations worldwide where consumers can experience VR outside of their home. This number is expected to rise to 45,700 by the end of 2022.

Bob Clarke, CEO, Samahoma Media Advisors, who negotiated the £1m investment from Insight Media Fund explains: “As part of the Fund’s focus on media investments for a post-COVID world, bringing back live events is very much on its agenda and free-roaming VR provides a genuine antidote to the reasonable lingering fears people may have of being part of an uncontrolled large audience crowd. Atmos VR has developed a cutting-edge proposition with plenty of hooks for repeat visits - with the Fund’s support we believe it can be scaled for a UK-wide rollout and international franchise opportunities.”

There are five million people living in the West Midlands providing a focused audience during Tiered restrictions and Birmingham4 has been named the most entrepreneurial UK city outside of London with more than 14,500 business start-ups in 2019. Contracts have been finalised for a 10,000 sq. ft. warehouse at the Custard Factory in the Digbeth Canal Corridor regeneration zone. Once the first LBE (location based entertainment) venue has been established, Atmos VR will be looking to expand across the country with locations in Tyne & Wear, Yorkshire, Merseyside, Glasgow, Cardiff and the South East being considered. 

Atmos VR is set to join the largest regional tech and digital cluster outside of London, with the West Midlands Combined Authority area now home to 66,300 people employed across 12,500 tech and digital companies. The West Midlands Region economy is worth more than £141.4 billion.

Spending in the recreation sector was £10.5 billion in the UK in 2018.  Whilst investment in the public entertainment sector has tended to focus on the heritage and family offering, there is enormous scope within the commercial sector to develop innovative and targeted high tech experiences for gamers and other younger audiences. The Fund hopes to help unlock opportunities in this sector.

What Makes a Great Virtual Reality Experience? Top 7 things to consider

In the era of digital devices, we have the opportunity to enable better learning with technology, such as using a Virtual Reality (VR) experience to train your workforce.

This is not just the latest fad. It’s an extremely powerful tool for training, helping learners to more easily absorb knowledge and dramatically boost retention rates. However, to do this well, there are certain things you need to get right.


So here’s our top 7 things to consider when creating VR content, to help your learners get the most from the experience. 

1. Content is still important

VR education transforms the way content is delivered but it still has to be beneficial content for your learners and you need to make sure they are truly getting what they need from their VR experience. Remember you want to utilize the capabilities of VR technology not just create a 360 quiz that looks fancy.

2.Consider the length of your course

Time is a valuable commodity so make sure the length of the learning experience is appropriate for your learner's needs. Consider a shorter, more focused VR experience to improve learner retention. This will also stop learner fatigue: the learner becoming overwhelmed and unfocused.

3. Think about how things are reported

It’s important to know what reporting is being pulled from the experience- our product eNetReality can capture a lot of data and it’s worth taking the time to define what you want when creating the experience so that you get what you need from the reports. eNetReality has the option to do xAPI reporting, so you can get data that’s as granular as you like. It’s also worth making sure you understand what the data is telling you- this is an important piece that adds a lot of value.

4. Consider your footage material

Make sure the footage you use is as true to life as possible- get footage from the actual scene if at all possible. Simulations can be helpful but a simulated experience created from 3D models of being on top of a structure, e.g., a bridge and 360 footage of being on top of one are completely different. 

5. Teach new skills

VR actually helps learners learn in a different way by making the connectors in the brain stronger because your brain thinks you’re actually doing the task. As you can perform a task within the safe environment of your VR experience, it opens the door to learners trying things out for themselves and learning a new skill with no risk. It allows you to train people on the most complex equipment with no consequences.

6. Instructions are Vital

It’s important to make sure you set the user up with instructions. VR is still new to many people which is why it’s so exciting. Ensure they have a good experience by setting expectations and giving proper instructions on how to get started such as setting up the area for the VR experience. If individuals are using it with a headset, ensure they know how to set up a space and whether they should be standing or sitting. We've all seen those videos of Wii controllers flying into TVs; let’s not make that happen!

eNetReality offers cross-platform deployability which means people can take the experience on a phone, or with headsets such as google cardboard or oculus quest.

7. Don’t go overboard

Just because we can doesn’t mean we should. Make sure the VR experience is easy to use and understand.  VR is here to enhance the experience not overcomplicate it.  By following the above points you will be on the road to VR success and a better way of learning.

Try it for yourself

eNetReality™ gives you everything you need to create and deliver your own VR learning and assessment experiences for your workforce. Why not try it for yourself with our FREE 14-day trial.

Contact:

Name: Allan MacLean

Email Address: allan.maclean@ecomscotland.com

Website URL: https://ecomscotland.com/news/what-makes-a-great-vr-experience/

Call for Participation: Best VR/AR Companies in Portugal (Market Report)

VR/AR Association Portugal Chapter is producing an industry report on the country's Virtual and Augmented Reality ecosystem to promote Portuguese companies and organizations involved with immersive technologies and media.

Portugal's immersive market is growing rapidly. We already have about 100 companies, agencies and brands developing VR and AR solutions. From small startups to large companies, such as Siemens, which has a group in Portugal developing immersive technologies globally for the company.

This group of companies, adds to more than 20 Universities, Research Centers, Training Centers and spontaneous communities that discuss and develops immersive technologies all across the country.
There is a lot of social interest, willingness and experience in creating skills and recently the expectation of implementing 5G networks in the country, which should happen in the beginning of 2021.

The potential of immersive technologies and the way they are already changing the reality in many companies and services in Portugal, mainly for the end consumer, was well evidenced in the first VR/AR Global Summit Online this year, with several panels dedicated to the Portuguese market.

Our local chapter has developed relevant partnerships with trade associations and important local institutions, such as APDC and CDI, to join forces and work together to be even stronger and to spread immersion technology throughout the country and also looking for the European market.

Our Industry Report will specifically highlight the following:
• Size of the Portuguese market
• Number of relevant companies in Portugal
• Local directory and Company info (size: number of employees, revenue; vertical, customers)
• Reasons why company is based in Portugal
• Needs and hopes from and for the local ecosystem

Our report will be promoted via global VRARA channels and partners, which includes: Our global newsletter to over 35k emails, on our website (20K unique visitors per month), and social media (50K followers).

Would you be interested to have your company featured in this report? Submit your info here!

Any qyestions, then let us know at portugal@thevrara.com

Sensorium Galaxy and Mubert team up to launch first first performing AI DJ

Sensorium Galaxy, a virtual platform built for concert experiences, has teamed up with tech company Mubert in order to manufacture an algorithmically-driven AI performing DJ named JAI:N. If it sounds far-fetched, make no mistake—we're likely to see just what JAI:N can do in the coming months, and she is likely the first in a new line of virtual artists.


As a company, Mubert's focus is on the real-time generation of music. Their technology will allow the virtual artist to craft a well-diversified set of music that has the ability to span over 100 unique genres. The artist will even be able to tailor the music on the fly to the appropriate tone and mood based on the reaction from the crowd.


JAI:N was created alongside Sensorium Galaxy, a pioneering organization in the virtual reality concert space. The company, backed by TIDAL, is set to launch with sets from major dance music performers already on the schedule. David Guetta, Armin van Buuren, Carl Cox, and more have already singed on to deliver exclusive VR performances, and JAI:N will also be performing as the official resident of Sensorium Galaxy.


Sensorium's Head of Product Ivan Nikitin is heralding the development as the next creative frontier in entertainment. “AI combined with VR can push the boundaries of what modern computing can offer us when it comes to entertainment," he said. "We are witnessing the dawn of AI creativity, and we are proud to be the first platform to give virtual bodies to artificial musicians and provide them with the stage in Sensorium Galaxy.” Sensorium Galaxy's public release date has not yet been confirmed, but is estimated to be in the first half of 2021.

Contact

Name: Ivan Nikitin

Email Address: elena.rudovskaya@sensoriumxr.com

Website URL: https://sensoriumxr.com/

Big Cat Rescue is "re-inventing" Zoos with Virtual and Augmented Reality to save the big cats!

The first Zoo opened in the U.S. in 1847 and at that time there were more than 100,000 tigers in the wild. Zoos have held themselves out as modern day arks, to preserve species through captive breeding, but no big cat, born in a cage has ever been set free, nor could they be. During this time tiger numbers plummeted to under 4,000 in the wild, while the number of tigers held in cages in the U.S. grew to far exceed that number. Similar numbers exist for all wild cat species. This model of conservation has nearly caused the extinction of wild cats around the globe and separates patrons from their money, that should be going into real conservation efforts that protect wild places and corridors.

Despite the facts, Zoos cling to their message that they are cultivating concern for wildlife and teaching respect for nature. In fact, seeing wild animals languishing in cages, under the guise of educating us or entertaining us, really conveys the opposite message which is that it’s OK to impose our will on others if we benefit from it. There could never be a better time than now to disrupt the entire industry with experiences that are rich with the magnificence of the animals and the story telling about their important roles in nature, that are based in virtual and augmented reality.

Big Cat Rescue partnered with VidPicAR and the Westfield Shopping Centers in March of 2019 to launch the world’s first AR Zoo at the Citrus Park location. The world’s second AR Zoo was then launched in Plantation through this same partnership in August 2019. See AR zoo.me. Both locations were so popular that Big Cat Rescue began searching for developers who could bring the next element of virtual reality to the spaces and to headsets everywhere. At the Synapse Summit 2020 conference Xennial Digital was demonstrating their Magic Leap Climate Change Experience and Big Cat Rescue was bringing lions, tigers, leopards, bobcats and more within touching distance, via 3D videos in Oculus Go headsets. A month later they started on a project that launched on the Oculus Rift in the Oculus Store in June 2020 called Big Cat Rescue VR. This same game has been formatted for the Oculus Quest and HTC Vive and is available on Steam.


In the virtual reality game the player finds themselves in a pristine forest where they meet a tiger tracker named Jamie who instructs them on how to use their binoculars, knife and sedation equipment, before sending them out in search of a missing tiger named Jasmine. The player looks for clues and upon finding them launches a video about the clue. Each clue has video information that explains how tiger trackers can find and monitor tigers in the wild. Ultimately, the player will find that the tiger has been snared by poachers, but what to do? She could need medical help; she could kill you if you try to help.


The gamer has to figure out how to successfully free the tiger and get back to the ranger station. Upon their return they learn about how captive breeding, and especially the cub petting industry, are causing the extinction of the wild tiger. From there they can actually choose to take action to protect big cats by contacting their member of Congress and making the Call of the Wild.


Big Cat Rescue believes that this level of interaction will do far more to teach viewers about the plight of the tiger and what they can do to help than could ever be conveyed by seeing a tiger in a cage. By leading the way and showing Zoos that this is a much more cost effective and humane way to encourage conservation, we hope they will build on this idea and create interactive experiences.


On a similar path, is all the 3D and 360 video offerings Big Cat Rescue has been creating and sharing on YouTube, Facebook and in headsets. The ultimate goal of this type of animal viewing adoption is to create so much demand for seeing wild cats doing wildcat things, that funding will be redirected from caging animals to installing remote controlled, Internet streaming, LIVE webcams in native habitats. Imagine, coming home from a hard day of the rat race, slipping into your headset, and dropping into the snow leopard’s favorite cave in Tibet, or the lion pride’s favorite rock outcropping, or the bobcat’s favorite creek crossing site and seeing them all behaving as they would if man weren’t a threat. The greater the demand of this sort of entertainment and education, the more wild spaces can be preserved. The more eco systems that are preserved, the more nature flourishes, and so do we. Wasn’t that what Zoos said they were all about?


Big Cat Rescue

bigcatrescue.org
+1 813-920-4130

Source

Now available, a new model of Volucam for Volumetric Capture Camera from IO Industries Inc.

IO Industries Inc. develops market-leading specialty video cameras, designed with the needs of VR/AR/XR content generators in mind.  Whether it’s a pair of cameras in a 3D stereoscopic rig, a handful of cameras for a 360° VR configuration, or an array of over 100+ cameras set up for volumetric video capture, IO Industries cameras have the features and flexibility it takes to make these configurations happen.

With volumetric capture, many precisely-synchronized cameras surround a person and capture a performance from many angles.  The recorded video is processed through reconstruction software, which results in a 3D avatar of the performer - a solid, moving model of the performer which can be viewed freely from all angles.  

A new Volucam model is now available featuring the 9MP Gpixel GMAX2509 global shutter image sensor.  

This brings a new capability to the Volucam series for recording 4K/UHD video at up to 120fps. With a resolution of 4224x2160 pixels, maximum frame rates are 120fps (8-bit), 100fps (10-bit) or 85fps (12-bit).  This sensor is part of the same family as the higher-resolution GMAX0505 (in our 262G41 Volucam model).  It shares the same 2.5μm global shutter pixel design, which leads to an optical format of 2/3" (11.9mm diagonal), matching well with a variety of C-mount lenses. 

The Volucam camera series has seen such a strong interest since its introduction earlier this year. 

The first volumetric capture production studio using these cameras, Avatar Dimension, is now operational and delivering content to their clients - check them out!

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Laura Rizzotto , Metastage.png



VR Training for Hard Skills: When There’s Only One Right Way to Do Things

When there’s only one right way to do things: that’s our motto, and that’s where we believe virtual reality training is best employed – teaching hard skills that must be applied consistently and accurately for an organization to succeed.

Why do we believe that’s the case?

There are several reasons, but one in particular stands out: Improvements in hard skills are easily measurable, both during and after training, when learning really counts. That proves training effectiveness and gives companies (and their learning and development professionals) a real ROI for their training spends – and a real reason to continue training.

Hard skills are related to technical knowledge and training, while soft skills include traits such as leadership ability, communication and time management. While soft skills can be taught through scenarios, for example, VR is never going to be as close to the real thing. As with training for hard skills, VR can offer a safe place to practice soft skills.

Making the Right Choice

If you’re interested in adding VR training to your playbook and your budget means you have to choose where to apply it (and whose budget doesn’t?), then use it for hard skills training first.

Contact

Name: Alejandro Echeverry

Email Address: alejandro.echeverry@foundry45.com

Website URL: https://foundry45.com/vr-training-for-hard-skills-when-theres-only-one-right-way-to-do-things/

Upskilling managers with Virtual Reality based soft skills training

Upskilling managers is essential to team and business success. Traits of a great manager include the ability to instill confidence, demonstrate exceptional communication skills, and motivate others to engage and perform at their best. Confidence can be contagious, and may inspire employees to embark on a managerial track themselves.

But many managers, especially new managers, are promoted for their “hard” skills on the job as an individual contributor. Managers often lack experience in one or more of the soft skills that lead to team success. How can companies build confidence and skills to develop great managers?

VR presents an opportunity to upskill managers who are confident and able to lead in volatile business climates while inspiring employees. As companies chart out their ability to educate and retain leaders, solutions like VR provide an engaging experience that prepares a manager for likely scenarios that they will encounter at work.

Read more https://www.strivr.com/blog/manager-upskilling/

Contact:

Name: Kristi Rawlinson

Email Address: kristi@strivr.com

Proteus Virtual labs for Chemistry and science activities by Proteus VR

Proteus VR just launched their brand-new VR app which provides a solution for the world of education.

Our labs give students access to a state-of-the-art chemistry and physics laboratory. It also makes it possible to make concrete learning situations by offering an immersive, interactive, and realistic environment. Proteus Labs can be accessed from anywhere, making it perfect for online teaching, isolated and K-12 students. The multi-person option is really one of our unique characteristics, making teacher coaching possible and easy, especially when teaching remotely. Also, our personalized interface connection and secure connection on Microsoft Azure PlayFab servers provide an exceptional level of security.

Our activities promote the development of skills targeted by the curriculum of various disciplines. Labs tools and products can be customized according to the teacher’s choice. The results obtained are as valid and varied as in reality.

Proteus VR is also collaborating with the faculties of Education and Science at the University of Sherbrooke, Québec, to make sure all activities are in harmony with both disciplines.

At Proteus VR we believe that virtual reality and augmented reality are the close future for not saying present of training and learning. VR and AR allow people to connect with each other no matters where they are. Teachers can now meet their students in the virtual lab even if the students are remote, while keeping a safe social distance. Trainers can now give their training to all employees no matter the plant they work. Colleagues from different locations can now meet and collaborate on the same project. VR/ AR brings people together.


About Proteus VR

Proteus VR is a Canadian company based in Montreal, Quebec. They are a leader in the design of immersive educational activities. They also develop learning and training activities for businesses and the healthcare sector. They are recipient of an Epic Megagrant from Unreal Engine, received another grant from the Innovation Program given from Quebec Economy and Innovation Ministry, and are member of Oculus Start and LaunchPad programs.

Contact

Name: Méryle Viau

Email Address: mviau@proteus-vr.com

Website URL: http://www.proteus-vr.com

Brian Parzer of Lufthansa Cargo appointed Co-Chair of our Training Committee

The Training Committee creates best practices, guidelines, and call to actions (e.g., recommendations for standards) for the VR/AR Training industry sector. 

Brian is the Manager of Warehouse & Operations at Lufthansa Cargo and has been with Lufthansa since 1995. Brian has been active in VRARA’s activities and we are privileged to have him provide thought-leadership for this Committee and our Association!

"It is with great honor and pleasure to be appointed co-chairman of the Training Committee.  I eagerly await the opportunity to work with the VRARA community to share experiences, BDPs, and develop guidelines, all for the common good of training and those being trained! " - Brian Parzer

We invite you to join our Online Meets and meet Brian and other executives in the Training sector and share common challenges and solutions!

Augmented Reality Journey under the Voxel Bridge using Spheroid Universe

Renowned New York-based artist Jessica Angel teamed up with Kusama and Spheroid Universe to physically implement the Voxel Bridge project in Vancouver.

The final of the previous works was the presentation of the project at the Vancouver Biennale #ArtProject2020 in November. Today's active preparations are being made for its opening in the spring of 2021. This public artwork will transform the area underneath Vancouver’s Cambie Street Bridge into an immersive experience to transport visitors between physical and digital worlds.

Voxel Bridge is an iconic structure in Vancouver. Jessica Angel intends to transform the space under the bridge into a blockchain world. It is going about an artistic attempt to visualize technology using, among other things, Augmented Reality (AR) technology. This 34,000 square feet work will explore the intersection between the physical and the digital and give a possible immersion insight into digital worlds.

This installation, which is being realized by Jessica Angel in collaboration with Kusama and Spheroid Universe, not only provides an opportunity to imagine a “matrix” of digital worlds, but more closely to reality mode of thinking about the democratization of art, which is especially important for those environments called “smart cities”.

The Spheroid Universe is interested in the very attempt to show one new digital technology with the help of another new digital technology (namely, with the help of AR). Such an attempt reveals a certain new feature of the modern world - the “through” nature of its measurements and the universality of tech-solutions.
More information about the project can be found here: https://spark.adobe.com/page/r33XysJHusO1C/AR

Contact

Name: Alexander Sysoenko

Email Address: sys@spheroid.eu