Everything You Need to Know about Virtual Reality (VR) Training

Virtual Reality (VR) training has rapidly become one of the most valuable tools for organizations to extend classroom and eLearning courses. It can not only improve knowledge retention and employee experiences but also yield great results in terms of end-customer experiences.

The goal of Virtual Reality training is pretty simple — To create virtual scenarios that allow employees to experience their work in different demanding environments, take risks, and learn before they go out to handle real-world situations.

WHAT IS VIRTUAL REALITY (VR) TRAINING

Virtual reality or VR is a virtual environment that is created for a fully immersive user experience. Unlike the traditional user interfaces that only allow you to view through a two-dimensional screen, virtual reality offers a computer-generated, fully digital, three-dimensional experiential environment. In fact, when you put on VR headsets, it feels like you are transported to a new location, where you can look around, interact with things, and even inspect computer-animated objects. The idea behind VR is to simulate the different senses like hearing, vision, and even touch sometimes to bring users to a whole new world, virtually.

VR training uses virtually realistic environments for employee training by simulating different work environments that the employees are expected to deal with.

TYPES OF VR TRAINING

1- Non-immersive virtual reality

In non-immersive virtual reality, there is a computer-generated environment created but the end users are always in control and aware of their physical environment. A perfect example of this type of technology is video games or computer games with displays, separate consoles and keyboards or joysticks.

2- Semi-immersive virtual reality

With semi-immersive virtual reality, users only get the perception of being in a different world when they focus on the digital images or virtual worlds in front of them. Though the users are operating in a different environment. It’s important to note that the users still stay connected to their actual physical environment. This technology mostly includes 3D graphics displayed on a projection or LED screen with vertical reality depth that provides a more immersive experience. The visuals are connected to a physical simulator that replicates the functionality of the actual equipment or machine. Semi immersive virtual reality is used for hands on training and educational purposes by replicating the functionality and design of real-world mechanisms.

3- Fully-immersive virtual reality

For a fully-immersive VR experience, users need VR glasses, a head point display, or VR headsets to get high resolution along with a completely wide field of view. It offers users the most realistic and immersive experience with both sound and sight. While this is majorly used for gaming and entertainment purposes, fully immersive VR can also be used for corporate or industrial VR training in several industries including Automotive, Mining. Aviation, Nuclear and Defense

PROS OF VR TRAINING

A more hands-on approach

There is only so much learning, traditional training can provide people. Even with videos and pictures to help them understand the right way to do things, employees don’t really understand exactly how to do things at work unless they get to perform those procedures or tasks on the field. This can often lead to problems or bottlenecks at work as new employees may take anywhere between weeks to months to operate at their full potential.

VR training gives people the opportunity to perform practical hands-on exercises as many times as they want before they get out on the field.

Make mistakes and learn from them

When you give employees a safe learning environment through VR training where they can make as many mistakes as they want and actually learn from the consequences of their mistakes, it directly leads to more learning opportunities and better results.

It also gives both instructors and trainees much-needed flexibility to solve different problems in different ways, in order to discover the best way forward. After all, even little improvements in productivity can go a long way.

Higher learning retention

Hands-on and immersive learning directly leads to higher learning retention since trainees are able to better grasp concepts and hone their skills. As compared to classroom training, virtual reality training gives people the opportunity to get a more realistic job experience, allowing them to understand important concepts faster.

Effective and Scalable Training

VR training enables more effective learning at a lower cost and in less time than many traditional learning methods. The VR training technology allows the management to view and review the performance and training retention of each trainee with the help of the inbuilt objective assessments systems. Because of its portability, VR training becomes a highly scalable form of training as it allows you to deliver standardized training across multiple locations without the need for employees or trainers to travel to the location.

DIFFERENT INDUSTRIES LEVERAGING VR TRAINING

VR Training in Aviation

VR technology is being readily used in the aviation industry for aircraft inspection, aircraft maintenance (MRO training), cabin crew training, flight deck training, and even in-flight entertainment. Companies like SIA Engineering in Singapore use VR technology to help train their line maintenance team on aircraft maintenance.

It helps speed up the staff training by allowing employees to inspect virtual aircraft environments where they can walk around an airplane, detect any existing issues, and make sure all the necessary safety equipment is present in their right place. VR training also helps in quick turnaround of aircraft and lowers the unscheduled maintenance cost.

An American manufacturer of jet engines, Pratt and Whitney use VR technology to train their mechanics to expertly repair aircraft engines by troubleshooting different sceneries of aircraft failure.

VR Training in Automotive

Automotive industry giants like Maruti Suzuki, Toyota, Audi, BMW, Daimler and Volkswagen have already been using virtual environments for training their employees effectively for a few years now.

Volkswagen has developed over 30 simulation programs for employees in different verticals of the company. It is also building a digital reality hub that would include training programs, knowledge bases, and virtual meeting rooms where employees can interact, collaborate, and train.

Toyota India has deployed motorcycle simulators based in VR for training riders on safe riding procedures in a completely safe environment.

Audi has a comparatively complicated logistics system that requires employees to have a high level of accuracy. As a result, the company has created a VR training program in order to teach employees the logistics system thoroughly and prevent any errors. For its dealership employees, Audi has a game-like VR training program that simulates customer interactions to better prepare employees for the end customers.

Similarly, BMW also has a VR-based training system for customer service agents, assembly line employees, HR managers, and safety control officers.

VR Training in Mining

Safe mining operations, a very crucial part of mining. If anything, ever goes wrong, not only can it lead to fatal injuries to the ground staff, but also lead to loss of properties and revenue. To help deal with this problem, mining companies are now using VR to train operators on mine site familiarizations. It allows the mine staff including engineers, managers and equipment operators to familiarize themselves with the mine site before they begin operations on the actual site.

In fact, mining institutes like Goa Group Vocational Training Centre (GGVTC) and OEMs like BEML and Komatsu have invested in virtual reality training using physical simulators to train people on safe mining operations. This helps mining companies better analyze their mining techniques and improve efficiency.

FUTURE OF VR TRAINING

Companies around the world are now introducing VR for corporate training, industrial training or skill development, from highly technical training like automotive assembly training and aircraft MRO training to safety training on standard operating procedures situations, where employees learn to handle everyday situations and emergency situations, VR is helping companies create a more safe and realistic training environment for employees.

While the initial setup cost is definitely high, organizations are readily understanding that in the long run, VR training can help reduce costs and improve ROI in terms of employee retention, training efficiency, safety and productivity

Tecknotrove Systems is Asia’s leading simulation company which offers customized virtual reality training solutions for organizations across various industries including Automotive, Aviation, Mining, and Nuclear. It develops customized VR training solutions to either supplement or replace traditional training with user-friendly immersive training modules.

See more here https://tecknotrove.com/virtual-reality-vr-training/

Contact

Name: Payal Gupta

Email Address: payalgupta@tecknotrove.com

Theorem-XR supports Microsoft’s Azure Remote Rendering (ARR) for HoloLens 2

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Theorem Solutions helps engineering and manufacturing companies extract greater value from their 3D CAD assets. Enabling them to use those assets for supplier and customer collaboration, for creating technical publications with 3D content and in Augmented, Mixed and Virtual Reality Experiences, helping to reduce costs and improve time to market.

Theorem now support Microsoft’s Azure Remote Rendering (ARR) software for use on HoloLens 2 Mixed Reality devices and Windows 10 PC’s.

Tamworth, UK - As Microsoft Mixed Reality Partners, Theorem Solutions are delighted to announce that we now support Microsoft’s Azure Remote Rendering (ARR) software for use on HoloLens 2 Mixed Reality devices and Windows 10 PC’s, removing the constraints of large datasets and high quality rendering.

Theorem’s ARR solution delivers streamed data from the ARR server to the HoloLens 2, enabling users to add locally rendered content, by combining streamed data with existing managed assets. This is all facilitated by the seamless integration between Theorem’s Visualization Pipeline and the ARR Server, providing an easy to use mechanism to deliver content.

Theorem CTO Mark Stowe explains “With ARR, the constraints of large data sets and high-quality rendering are swept away, enabling Engineers using Theorem’s collaborative HoloLens 2 solutions for Visualization, Design Review and Factory Layout to further increase their productivity.”

Theorem’s ARR focus is driven by the needs of our Engineering and Manufacturing users, whose focus is on improving their product quality and delivering manufacturing improvements by using HoloLens and ARR.

Using Microsoft HoloLens 2 device to visualize data collaboratively, in context, and at scale in the real world is a game changer for those who currently experience their 3D data from the confines of a 2D screen.

HoloLens Mixed Reality has delivered unique productivity benefits to Engineering and Manufacturing businesses, and Theorem are proud to have delivered HoloLens solutions for those industries from the outset in 2016.

The Microsoft Mixed Reality Partner Program (MRPP) enables its members to build and deploy breakthrough industry solutions and identifies those who have achieved a high level of competency on the Windows Mixed Reality platform.  As a member of the Partner Program, Theorem have been given early access to Microsoft’s ARR software to enable us to deliver usable product at the point of release.

ARR is the obvious “next step” for existing XR users and anyone that has the requirement to deploy a Mixed Reality (MR) enabled use case.

We firmly believe that in the future remote rendering will be the default choice for XR Experiences.

For more information visit https://www.theorem.com/theorem-xr/microsoft-azure-remote-rendering 


Unity Becomes Member of the VR/AR Association

San Francisco, March 3, 2021 - Unity is now a member of VR/AR Association and will participate in the Association's initiatives by which Unity’s teams will be connected with VR and AR organizations around the world. In addition, Unity will drive several initiatives in collaboration with VR/AR Association in order to push the usage of those technologies and in several other fields. 

“We are excited Unity has joined our global association. Unity is the world’s leading platform for creating and operating interactive, real-time 3D content and we look forward to accelerating the market together with smart growth globally," Kris Kolo, Global Executive Director, VR/AR Association. 

“As a leading platform in powering AR and VR applications, Unity is counted on by brands across gaming, automotive, manufacturing, architecture and construction to bring solutions to their product lifecycle,” said Braelyn Johnson, Product Marketing Manager, Unity. “The VR/AR Association consists of the best virtual reality and augmented reality solution providers within enterprise and media entertainment industries.”

For more information please visit www.thevrara.com

For more info on Unity visit www.unity.com


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About the VR/AR Association


The VR/AR Association (VRARA) is an international organization designed to foster  collaboration between innovative companies and people in the virtual reality and augmented 

reality ecosystem that accelerates growth, fosters research and education, helps develop 

industry standards, connects member organizations and promotes the services of member companies.


About Unity 

Unity (NYSE: U) is the world’s leading platform for creating and operating real-time 3D (RT3D) content. Creators, ranging from game developers to artists, architects, automotive designers, filmmakers, and others, use Unity to make their imaginations come to life. Unity’s platform provides a comprehensive set of software solutions to create, run and monetize interactive, real-time 2D and 3D content for mobile phones, tablets, PCs, consoles, and augmented and virtual reality devices. The company’s 1,800+ person research and development team keeps Unity at the forefront of development by working alongside partners to ensure optimized support for the latest releases and platforms. Apps developed by Unity creators were downloaded more than five billion times per month in 2020. For more information, please visit www.unity.com

Contact

Kris Kolo  kris@thevrara.com 

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Dark Slope Studios Sees 300% Increase In Booked Entertainment Revenue In 2021

02 MARCH 2021 (TORONTO, ON) – Dark Slope Studios, the Toronto-based virtual production and metaverse gaming company, today announces the tripling of its entertainment revenue going into 2021. The growth is driven by strong demand for its products in services across all three of Dark Slope’s entertainment divisions - virtual production, metaverse development and location-based VR and AR attractions.  

Covid-19 has had an accelerating effect on the virtual production industry as a whole, with Dark Slope Studios being able to leverage the company’s long-standing game-engine expertise, proprietary remote production technologies, and its warehouse-scale virtual production and motion capture stage in Toronto. The division is producing and co-producing animation content with top tier brands and streaming services globally. 

Over the course of 2020 The company invested resources into expanding its work on multiplayer home experiences and metaverse development, a sector that has experienced massive growth over the last year. Dark Slope Studios is on the forefront of creating new in-home gaming experiences using its evolving persistent world technologies, and is in development on its first major title built on its metaverse framework, to be announced later in 2021. 

As with most hospitality industries, Dark Slope Studios’ location-based entertainment division had to contend with massive shifts following the challenges presented by the Covid-19 pandemic in 2020. As an encouraging harbinger of the post-Covid times ahead, the company is currently experiencing an unprecedented level of demand for its expertise in large-scale immersive attraction development. New titles, to be announced at a later date, will be released in late 2021 and early 2022, adding to the more than 450 locations worldwide where Dark Slope content is already featured. 

The driver of this early 2021 success has come from the global expansion of the Dark Slope team, now with more than 45 spatial computing and content experts working from Toronto and locations spanning the globe. The company is now proud to boast team members on every continent other than Antarctica.  With clients and partners from a similarly diverse geographic footprint. 

“During the early days of the Covid-19 pandemic, we decided to invest in R&D to refine our virtual production and metaverse development capabilities. It helped us to become more efficient and automated in our production processes, to be bold, and push the window on innovation. All while laying the foundation for a global production pipeline. By introducing new global workflows, and hiring world-class practitioners we have grown in ways we couldn’t have previously imagined. ” Dan Fill, President, Dark Slope Studios.

In 2020, Dark Slope Studios introduced Flex RDS, a remote directing platform and service, shipped the four person Slugterra Slugslinger VR available on Hologate as well as the eight player Scarygirl Mission Maybee title to Zero Latency’s 2000 sq ft game space, a multiplayer Magic Leap shipping container exhibition in conjunction Pukeko Pictures and The Canadian Media Fund  and produced over three hundred minutes of linear animation for Nickelodeon International, TVOntario, Secret Location (eOne) and Viacom International amongst others.  Dark Slope is actively looking for partners interested in innovative solutions to television production, multiplayer game development and location based attractions. 

ABOUT DARK SLOPE STUDIOS 

Dark Slope Studios is an entertainment company specializing in the creation of games, multiplayer experiences and linear television production using virtual production techniques. Founded in 2018, Dark Slope Studios has continued to push the boundaries of multi-sensory out of home entertainment center spectacles, game engine led virtual reality experiences, and motion capture driven television production. From it's 8000 square foot studio, Dark Slope Studios leverages its warehouse scale virtual production stage with proprietary pipeline, tools, workflows and game-engine technology in order to bring world class creative properties to life. Alongside virtual production, the company has honed expertise in persistent community platform development. Based in Toronto, Dark Slope Studios balances innovative technology with compelling storytelling to reimagine the future of entertainment. Visit http://darkslopestudios.com/ to learn more.  

 
Contact:

Rakhee Sapra

Director of Marketing and Communications

DARK SLOPE
rakhee.sapra@darkslope.com

AUGMENTED Experiences in Stores

How to Apply Augmented Reality to Your Brand’s Campaign in Retail

New web solutions, which do not require the use of an application to display immersive content, let you can create campaigns without entry barriers, aimed at intentional purchases. Both 360° experiences, such as product trials (Web AR) or their combination, could be included in your product packaging, POP material, events and activations or any marketing media you decide to use.

2 Examples of Augmented Reality Implementations in Retail

Telefónica

The telecommunications company used a new strategy to reach consumers with its products in the context of the pandemic. Through the creation of a 360° virtual store, they exhibited new cell phone models, interactively displaying their technical characteristics and main functionalities. In addition, they include trial models so the user can have a 3D real scale visual, as well as direct access to a salesperson.


L’Oreal

To promote Vichy and La Roche products at points of sale, interactive 360° experiences were created that users access by scanning a QR on the store display. By walking around the virtual environment, information is obtained about the sunscreens and recommendations for use. In addition, there is an Instagram filter section for consumers to try out products and exclusive discounts are offered with a promotional code. Finally, there is a roulette wheel to play and participate for free product samples.

Contact

Name: Florencia Moltini

Email Address: florencia@camonapp.com

Website URL: http://camonapp.com/en/augmented-reality-retail/

BSI Solutions, Inc. creates innovative Virtual Criminal Investigation Solution

Navigating today’s social climate along with the Covid-19 Pandemic has caused emergency services to be stretched thin and with social distancing in place, it means face-to-face interaction and training isn’t as easy as it once was.

BSI Solutions has created an innovative product to address this issue, VCIS (Virtual Criminal Investigation Solution). This virtual reality simulation is transforming the way law enforcement training is conducted. This immersion offers realistic scenarios with interactive data that can be used for crime scene investigation training. This application helps neutralize the risk of evidence/scene corruption, increase safety and boost productivity by decreasing costs and resources that can be re-allocated into future innovation and development in law enforcement.

Contact:

Name: Kendrick Carroll

Email Address: s.barnes@bsisnc.com

Website URL: http://www.bsisnc.com

Laerdal is developing the next generation of immersive, effective mixed reality training for medical scenarios (Varjo Case Study)

One of Varjo’s latest customer use cases is taking advantage of Varjo’s newest generation of XR headsets, the XR-3. When Laerdal, a global leader in patient simulation, set an ambitious company mission to help save an additional one million lives every year by 2030, they turned to Varjo to help develop new immersive simulation solutions for medical scenarios. 

The new training solutions can combine existing technologies such as data collection, immersive simulation and cloud-based infrastructure to deliver something never seen before. With the help of immersive technology, teams of healthcare professionals from across the world can work together in any medical scenario, seamlessly collaborating and sharing their knowledge. Even more importantly, this concept will offer a fail-safe learning environment to train within, giving people a safe way to learn from mistakes and better prepare for unexpected events without jeopardizing actual lives. 

For more information, you can read the case study in its entirety by clicking here

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BSI Solutions, Inc. launches innovative Virtual Reality Platform to enhance and accelerate the learning experience!

As schools across the nation navigate the new distance learning challenge created by the Covid-19 pandemic, innovative technologies are needed to ensure that children’s educational experience is protected and enhanced.

As an innovative solution to this growing issue BSI Solutions created the Novel Education in Virtual Reality (NEVR) platform. This interactive, fully immersive platform uses the power of virtual reality for education and training. This innovative concept in educational technology provides students and teachers stand-alone Virtual Reality headsets that enables them to enter the classroom from anywhere.   

“VR technology is a natural learning solution for the millennial generation. It connects the innate learning language of students with the ability to comprehend the presented lesson plan,” explained Dr. Kendrick Carroll, president and CEO of BSI Solutions. “Technology continues to be the ultimate culture neutralizer.”

Participating educational institutions would first identify which classes would be best suited for a virtual offering for lectures. Each instructor would then work with a BSI Solutions software developer to identify how they would prefer for their classes to look and function within virtual reality. Students and instructors would be able to design and create their own avatars to use while in the virtual environment. Unique experiences such as virtual fieldtrips would also be created.     

BSI Solutions is currently working with several educational institutions throughout the country to implement this program.

About BSI Solutions 

BSI Solutions, Inc. is an innovation firm based in Charlotte, North Carolina, that provides technology and business solutions for corporate and governmental clients.  Their core expertise is innovation, including but not limited to: Artificial Intelligence, Blockchain Technology, Design Thinking, and Extended Reality. The firm is dedicated to challenging assumptions and redefining problems in an effort to identify alternative strategies and solutions that may not be instantly apparent. In addition to developing customized innovative solutions, the firm also offers an organic talent pipeline of top qualified technical and functional personnel. For more information about BSI please visit: www.bsisnc.com

Contact:

Name: Kendrick Carroll

Email Address: s.barnes@bsisnc.com

Website URL: http://www.bsisnc.com

ALPHACIRCLE’s unique visual enhancement technology makes immersive VR a stunning reality

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Seongnam, Republic of Korea - February 16th, 2021 – ALPHACIRCLE Inc., the VR Video Quality Enhancement experts, are happy to announce their membership with the Virtual Reality / Augmented Reality Association (VRARA). 

“We felt now it would be a perfect time to reach out to tell you about us. Our solution ensures that it can be delivered at its best possible resolution, transforming the finest visual experience for various types of live-action VR contents”, said Kevin Kim - an associate director in charge of business development at ALPHACIRCLE Inc.

Problem: Poor resolution is hampering the more rapid adoption of VR 3D visual content and means content developers are missing out on the potential of advances in content development technology. 

Solution: We have come up with a solution that can solve this problem and help the content producers to deliver the groundbreaking visual masterpieces in true high definition. 

Target Audience: Our VR solution is designed to offer premium resolution solutions for live-action video producers, immersive educational and training program creators, and producers of entertainment like concerts and sports.

Core Technology: Our proprietary technology Alpha View is a VR video engine software that dramatically improves any standard resolution 4K VR video by 4 times, enabling delivering stunning picture quality in every frame of a 3D 8K 360 experience. 

About Us: We are a VR solution company that aims to help creatives and video producers to deliver incredible VR experiences by dramatically improving VR image resolution - the key factor that makes or breaks interactive visual content. Beyond reality, ALPHACIRCLE is fully ready to provide the most advanced video engine software to help visual professionals bring possibilities to life.

 

If you’re working in the visual content business; especially in VR, you would surely be interested in our remarkable solution and willing to find out what ALPHAView is really capable of.


For more inquiries, please do not hesitate to contact us at business@alphacircle.co.kr or subscribe us and stay tuned for more information via youtube.com/alphacircle.

With a Massive Spike in Virtual Reality Training, Immerse Expands US Operations

UK-based company adds new key hires as U.S. organizations better prepare workers to excel


February 3, 2021 (London, Baltimore, MD) -- Training via virtual reality has become a serious business these days, especially for UK-based Immerse, a top enterprise VR software leader whose license revenues have skyrocketed more than 300% in just the last 12 months. 

The Immerse customer base focuses on enterprise training, including industries with urgent response times, from pharma and life sciences to fast-moving consumer goods, energy, and more, all who must reskill and upskill for peak performance, especially to meet the more than 1 billion jobs that could be transformed by technology (source, OECD).

The company’s growth trajectory is further buoyed by the pandemic, given that teaching can be done remotely, en masse, is visually stimulating and precise, a mere fraction of the cost, and results in 75% higher knowledge retention.* Those being taught in VR also demonstrated 340% more confidence to employ what they learned versus traditional e-learning methods at 10% (source PwC, 2020). 

Joining the global team in the U.S. office to focus on expanding its operations include XR tech futurist, Cathy Hackl, as global strategic advisor, and Johnathan Sutherlin, an XR/VR/AR business expert as a business development manager. They will join Bill Finegan, North America executive vice president to accelerate the growth of their global strategic relationships and through its Immerse Platform, empower organizations to revolutionize their employee experiences with boosted engagement, an upskilled workforce, and increased performance and retention. 

“I’m delighted to welcome Cathy and Johnathan and see our U.S. team expand to meet rapidly increasing needs,” says Tom Symonds, Immerse CEO. “Research reveals that only 14% of major companies are not engaged in the utilization of VR/AR at some level. These skills will help us meet the need of solutions rising up the priority list for global companies. We look forward to even greater growth in 2021.”

Hackl brings a wealth of expertise as a globally recognized tech futurist and business leader in AR, VR and spatial computing. She’s worked with some of the biggest names in technology including Amazon Web Services (AWS), Magic Leap and HTC Vive. She also is one of 2020’s 10 most influential women in tech by BigThink, and on LinkedIn’s prestigious Thinkers50 Radar list, a management thinker’s global ranking. Her passions lie in the importance of reskilling and upskilling, diversity and inclusion. 

“I am really excited to join at such a pivotal time for enterprise VR. Major companies and reports show evidence that effective training is key to supercharging workforces and future-proofing businesses,” notes Hackl.

Sutherlin is a well-respected industry thought leader with extensive knowledge of VR technology and  with over a decade of leadership strategy and operational achievements, he understands what drives customer engagement. In his previous role with HTC Vive, he helped introduce immersive technologies to organizations across a range of industries, including architecture, engineering, construction, education, training/simulation, entertainment and healthcare.


About Immerse

Immerse is a virtual reality technology company headquartered in London that has developed the Immerse Platform. Built for enterprise from the ground up, the Immerse Platform enables companies to create, scale and measure virtual reality training. 


With clients in a wide range of industries such as FMCG, oil and gas, pharma and life science and power and utilities, using the Immerse Platform enables companies to train and assess their employees in radically new ways maximizing human performance and the employee experience. 


Media inquiries
Amber Stafford at Zebra Partners:

amber@zebrapartners.net or 206-353-4751


* Source: The Effectiveness of Virtual Reality Soft Skills Training on the Enterprise PWC, June 2020


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The live concert is coming to your home with Desktop AR

Disruptive Technology, like AR/VR, is bringing performance arts to your home.

At the height of the covid pandemic, many cities around the world are in lockdown. Going to the theatre, concerts, and big gathering in public events are banned and the show biz is taking a hit, especially in the big live cities, like London or New York, where residents and tourists love going to see these live performance arts. If the pandemic continues, the show biz might collapse, and the experience of going to live performance will be the thing of the past.

However, it is not all gloomy for theatre-goers as the covid pandemic also bring new opportunities in the entertainment industry. The emerging technology, like AR/VR, shows the potentials to bring the concert experience into your home. The AR/VR latest technology can show musicians or speakers from the other side of the world to be performing live on the stages. How this works is that performers are captured while performing on the stage by cameras and motion capture devices, commonly used in making animation, and then the 3D model of performers are then reconstructed. The constructed model can then be displayed AR/VR or immersive display technology, which allows the viewers to see more realistic models, as the viewers can see in 3D space, unlike TVs, which limits you to only see the models in 2D.

Making 3D models of live actors is simple, it can be done even from a mobile phone with motion sensors

The common input to these AR/VR and immersive display technology are 3D models. To obtain the 3D models of actors, the latest input capturing device is iPhone 12, which is equipped with Lidar sensors. The sensors allow the accurate depth information and the movement of the actors to be captured, and this information is then used to create a life-like model of an actor. This technology is becoming very popular and we will soon see people making the 3D models of themselves. The 3D models can then displayed in the VR headsets as is or even better the 3D models can be augmented and show in the AR headset. With augmented reality, the models can, for example, change hairstyle, or change clothes and the movements can be used by the real actors. The animated models can also be performing with live actors with the technology. The current VR/AR technology requires users to wear headsets, which are not so friendly.

The immersive display lets you see the performance in 3D, unlike normal TVs

With the immersive display technology, 3D models and scenes can be perceived without losing the depth details, unlike normal TVs. The immersive display can show models in 3D as if the models are floating or recede into the screen, creating the illusion of realism. In the past, a 3D animated model like Mr Smith, a fictional character with eye-catching dance moves (shown above), will just be contained in a normal 2D screen and the viewers are probably not able to get all of his expressions. Now, much more of his expressions can be understood and seen as the viewers can see him gliding along the dance floor in a 3D immersive display, which is the best way to display 3D information.

However, the current immersive display technologies are still expensive and not widely available. But with Holo-SDK, you can turn your normal screen into a 3D immersive display at a very low cost. All you need is red and blue glasses, which is very cheap, and Holo-SDK. To get an example of immersive experience created from your normal computer, you can download some sample applications, www.holo-sdk.com

Contact

Name: Krisada Chaiyasarn

Email Address: helloworld@perception.codes

Website URL: http://www.Holo-SDK.com

New Report: VR Revenue to Reach $12.2 Billion by 2024

ARtillery Intelligence’s report, VR Global Revenue Forecast 2019-2024 examines the VR market opportunity. Subscribe for the full report. VRARA members get a discount.

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ARtillery Intelligence has released a new report that projects VR revenue to grow from $4.98 billion in 2019 to $12.19 billion in 2024, a 19.6 percent compound annual growth rate. Entitled VR Global Revenue Forecast, 2019-2024, the report examines VR revenue totals and subsegments – including consumer and enterprise spending.

Consumer spending holds a leading share of VR revenues with an estimated $2.7 billion in 2020, which includes hardware and software. Enterprise spending trails due to relatively narrow applicability in industrial settings, while consumer spending is driven by gaming’s dominance as a VR use case. This will broaden to other categories over time, including entertainment and communications.

VR’s biggest accelerant is Facebook’s ongoing investments, including Oculus Quest 2. Facebook has priced the device competitively at $299 (64 GB base model). This competitive pricing is part of Facebook’s longer-term strategy to sacrifice margins to build market share and to get more people into VR.

“Quest 2 has an unmatched quality-to-price ratio with an impressive spec sheet and a mainstream-friendly price tag,” said ARtillery Intelligence Chief Analyst Mike Boland. “This flows from Facebook’s aggressive pricing strategy that’s part of a larger play to build market share and cultivate a network effect. It’s classic Facebook.”

2020 has also brought opposing forces: VR gaming aligns with Covid-era consumer demand signals, but supply chain impediments have detracted hardware shipments. The net effect is a 10 percent decline in shipments this year, which is projected to bounce back by the end of 2021.

“VR demand remains high, so 2020 challenges were more about supply,” said Boland. “These setbacks have been alleviated to some degree by Facebook’s efforts to reinforce its supply chain to meet heavy demand for Quest 2. This appears to be working so far with fewer stock shortages than it had last year at this time.”

Report Availability

VR Global Revenue Forecast, 2019-2024 is available from ARtillery Intelligence (VRARA members can get a discount here).

About ARtillery Intelligence

ARtillery Intelligence chronicles the evolution of spatial computing, otherwise known as AR and VR. Through writings and multimedia, it provides deep and analytical views into the industry’s biggest players, opportunities and strategies. Products include the AR Insider publication and the ARtillery PRO research subscription. Research includes monthly narrative reports, market- sizing forecasts, consumer survey data and multimedia, all housed in a robust intelligence vault. To learn more, go to

Subscribe for the full report. VRARA members get a discount.

The Finnish Air Force Improves Pilot Training with LVC & Mixed Reality (Varjo Case Study)

Varjo is collaborating with the Finnish Air Force, Patria, and BI Simulations to integrate mixed reality technology into a pioneering Live-Virtual-Constructive (LVC) training solution for fighter pilot training. Using Varjo’s virtual and mixed reality headsets with human-eye resolution, pilots can now distinguish even the smallest details in the cockpit and experience a highly photorealistic simulated training environment. 

You can read the case study in its entirety by clicking HERE, or alternatively, Jessica Kaiser jessica@carvecom.com would be happy to connect you with a Varjo spokesperson who can talk more about how the Finnish Air Force is using mixed reality technology to augment live exercises and unlock new training possibilities!

SPREE Interactive Uses Pico Interactive VR Headsets For International 2021 Installations

SPREE Interactive announced that it has secured a seven-digit investment of an undisclosed amount from two strategic investors and two financial investors in the second closing of its seed round (release here). This latest investment is allowing it to expand its global operations and further its strategic partnership with Pico Interactive

SPREE Interactive is upgrading from the Pico G2 VR headset to the new, untethered Neo 2 VR headset with the supporting software – providing the best user experience possible through the immersive powers of VR in a safe manner. The headsets are made of easily cleaned materials so users can stay safe while having fun. The headsets will be used in SPREE’s entertainment centers in North America, Europe and the Middle East.

Nuremberg, Germany

SPREE Interactive, previously known as HolodeckVR, is extremely pleased to announce its strategic partnership with Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions. The two companies look to work closely together to deliver custom B2B solutions for the out-of-home entertainment market. 

The year 2020 has proved to be challenging for the location-based entertainment industry due to the COVID-19 pandemic. With many locations adhering to lockdown restrictions, the economic impact has been huge for both locations and suppliers alike. Many suppliers pivoted their offerings whilst others spent time focusing on product development. SPREE Interactive chose to do both and, as a result, racked up a series of confirmed 2021 installations across North America, Central and Eastern Europe, and the Middle East.

The new installations will use the latest versions of Pico’s untethered Neo 2 VR headsets and supporting operating software. SPREE Interactive previously used Pico’s G2 headset and is now upgrading to the Neo 2 to provide an even better user experience with improved graphic resolution and sanitary materials.

“Pico Interactive and SPREE Interactive share the same goals - both wanting to bring guests the best experience possible through the immersive powers of virtual reality, all in a safe manner. With our love of seeing people enjoy the amazing, fun and entertaining worlds that VR enables, we’re thrilled to join SPREE Interactive in its international expansion,” said Oliver Wöhler, Director Key Accounts Northern Europe at Pico Interactive.

Originally known for high paced family-friendly content, 2020 saw SPREE diversify into edutainment with the release of Mission to Mars. The educational VR experience explores what life would be like if humans colonized the Red Planet, and encourages problem-solving and teamwork.

One industry specialist who is impressed with Mission to Mars is Andreas Gundelwein; Museum Management, Exhibitions / Collections at the Deutsches Museum.

“I am extremely impressed by the VR experience Mission to Mars! SPREE enables us to explore future technologies that are very attractive to us. Deutsche Museum is the world's largest museum of science and technology, with about 28,000 exhibited objects from 50 fields of science and technology. SPREE VR enables us to fast-forward into the future which is exciting!”

“Despite the challenges of last year we are very pleased with our momentum moving forward,” said SPREE CEO Jonathan Nowak. “We are constantly improving our products and games, collaborating with Pico Interactive enables us to push the technological boundaries and provide unique interactive and immersive experiences to our clients and their guests.”

Interested clients, distribution and content partners wanting to learn more about SPREE are invited to join the free virtual FEC conference: https://showup.events/ or contact its commercial director Paul Collimore: paul.collimore@jointhespree.com

 

ABOUT SPREE INTERACTIVE: SPREE Interactive, formerly known as Holodeck VR, is a pioneer and leader in delivering turn-key large-scale, multiplayer, free-roaming commercial VR attractions to the location-based entertainment industry. The company offers complete solutions that can be installed quickly and operated efficiently. SPREE is a one-stop-shop that makes it easy for owners and operators to offer innovative virtual reality attractions to their visitors. SPREE’s distribution partners market the solutions to several location verticals like shopping malls, family entertainment centers, theme parks, casinos, sports centers, resorts, water parks, and cruise ships. To learn more visit https://jointhespree.com 


ABOUT PICO INTERACTIVE: Pico Interactive focuses on innovative VR and AR solutions which enable businesses to create and experience the best in VR and Interactive Computer-Generated Imagery (CGI). With operations in the United States, Europe, China and Japan, Pico Interactive focuses on creating amazing VR platforms for any application and is built around the principle of “user first design.” To learn more, visit www.pico-interactive.com

What is Desktop AR and why is it so cool! Check out Perception's solution!

Desktop AR is a technology that enables laptop or desktop computers to create an illusion of 3D objects floating in front of a screen. It works by rendering red-blue 3D images according to the user's viewing positions. The users can download and play with Desktop AR apps by using their computer, webcam, and anaglyph glasses.

Many AR enthusiasts' dream is to see virtual objects in the real world. We imagine playing games and applications where characters and icons are floating in front of us. AR glasses can offer such experience, but not many people can afford to purchase them because of its high price. AR developers cannot develop applications for AR glasses as many as they would want because only a small number of people can own these AR glasses. The end-users' willingness to purchase AR glasses is further reduced because there is only a small number of applications available to play. Unlike AR glasses, the Desktop AR setup cost is virtually free because a Desktop AR system only requires a computer and a web camera that most end-users already own. The red & blue glasses are widely available online for a few dollars. Users who want to have a full-colour experience can also use 3D monitors to improve the playing experience. Therefore, Desktop AR systems have much more potential to offer to the audience than AR glasses technology.

Similarly to Desktop AR, Mobile AR has a low cost to set up because it runs on mobile devices. Videos of mobile AR applications on the internet look impressive as they often show virtual objects integrated into the real world. However, all Mobile AR users know that the experience of using the Mobile AR technology is far less impressive than what is shown in the videos.

First, Mobile AR does not enhance the user's experience directly (if you are the person in the scenes). It indirectly enhances the videos that the user sees in a mobile device. The small display size and the lack of stereoscopic further reduce the quality of users’ experience.

Therefore, Mobile AR is commonly used as a gimmick to attract attention to videos on the internet. Unlike Mobile AR, Desktop AR directly augments the user's perception of the real world. It displays perspective-corrected images for each user's eye, creating a more immersive experience for the user. Moreover, Desktop AR is compatible with everyday computer input devices such as mouse, keyboard, 3D mouses and leap motion. The compatibility enables users to work and play with devices that they already own and use in everyday tasks.

Perception is a startup that leads the introduction of Desktop AR to the VR/AR communities. They have a collection of Desktop AR apps available on their website (https://www.holo-sdk.com/sample-apps). If you are a VR/AR enthusiast, you can download and play the apps on your computer without cost. If you are a VR/AR developer and want to explore or even start your own Desktop AR project, Perception also has an SDK called Holo-SDK for you, along with documents that will help you get started with your project (https://www.holo-sdk.com/get-started).

Contact:

Name: Sirisilp Kongsilp

Email Address: rabbit@perception.codes

Website URL: http://www.Holo-SDK.com

Call for Participation! Submit your company for our Storytelling Report! Report to feature best immersive media companies

Submit your info to get featured in our Report here

The VR/AR storytelling industry sector is growing exponentially, as creation engines and game engines are improved to enable rapid immersive content development and delivery. Producers have utilized the COVID-19 pandemic to broaden immersive experiences in areas such as virtual theatre (e.g., ‘Finding Pandora X’), gamified live content (e.g., concerts in Roblox, Fortnite and League of Legends), and virtual location-based entertainment (LBE) (e.g., Metropolitan Museum, Krasner-Pollock House).

The entire VR/AR industry is essentially an exercise in “storytelling,” as virtual experiences deliver a grammar and a narrative structure for educating, informing, and entertaining users/customers/spectators/fans in new ways. The VR/AR storytelling industry is now poised to become a larger part of communications and advertising, edutainment, and enterprise collaboration. What were once utilitarian platforms for enterprise and industrial applications are now broadened to game play, requiring skill sets that are far beyond optical networking, GPU design, or display configurations.

Now, VR/AR storytelling embodies technologists who are as skilled in CAD/CAM, Unreal Engine/Unity, and Blender/Maya as they are in light field optics and field array components. This report will detail companies that embody production, story creation, post-production, transmedia, game development, branded content, advertising and communications, and a host of technical areas that enable the new world of storytelling across the broad VR/AR spectrum.

Deadline to Submit is Feb 19, 2021

Submit here

If interested to Sponsor, email info@thevrara.com


Virtually yours,

Chris Pfaff

VRARA Co-Chair, Storytelling

PACE becomes Unity Verified Solutions Partner

Pacelab WEAVR is an end-to-end platform for creating, managing, and distributing AR/VR training and operations content across all devices, including mobile/tablet/pc. The authoring component is built on top of Unity, and the rest of the platform extends Unity into a full training solution with content management, user management, collaboration and remote instruction, analytics, and a fun end-user application for accessing and using the content. Check out www.pacelabweavr.com for more info (also on www.unity.com/products/weavr).

 

BERLIN/MILAN, 19 January 2020 – PACE, a TXT company, announced today that it is now a Unity Verified Solutions Partner. Being a Verified Solutions Partner means that the company's flagship product for extended reality (XR) training, Pacelab WEAVR, has been verified by Unity (NYSE: U) to ensure its SDK is optimized for the latest version of the Unity editor, ensuring compatibility and a seamless user experience. Pacelab WEAVR is a fully scalable XR software platform that enables any company, in any industry, to develop and manage immersive training programs. As part of the partnership agreement, Unity will resell the Pacelab WEAVR XR training solution.

"We are thrilled to become a Unity Verified Solutions Partner," said Josh Swanson, Head of Extended Reality at PACE. "We have designed Pacelab WEAVR completely around Unity's real-time 3D development platform. This partnership will take our product to the next level, with greater exposure, meaning more people will have access to next-generation training."

Pacelab WEAVR offers a complete solution for industrial-scale XR training, consisting of three primary product modules which provide companies with everything needed to create, implement and manage extended reality training in-house:

  • An intuitive authoring tool that requires no programing skills and significantly simplifies the creation of XR content ("WEAVR Creator")

  • A learners’ hub that allows students to easily access and launch training content on the device of their choice, from desktop PCs and notebooks to mobile devices and AR/VR headsets ("WEAVR Player")

  • A web portal for collaboration, remote instruction, reporting and managing the overall extended reality platform ("WEAVR Manager")

Immersive interactive training is a form of experiential learning, or learning-by-doing, which has proved to be the most effective way of acquiring and retaining procedural knowledge and technical skills, significantly enhancing not only recall and retention but also overall user engagement. Organizations providing on-demand, device-agnostic training resources to train alone or in groups, with or without instructor guidance, can also greatly reduce the need for employee travel and/or costly physical training equipment.

###

About PACE – a TXT company

Founded in 1995, PACE has built a reputation for developing trail-blazing software products for the global aerospace and aviation industry. As part of TXT e-solutions, PACE advances customers' digital transformation with off-the-shelf solutions for preliminary aircraft & systems design, product configuration, aircraft analysis & evaluation, flight operations and extended reality training.

TXT e-solutions is an international, specialized provider of advanced software solutions supporting customers in high-tech markets in their mission- and business-critical core processes and throughout their product lifecycles. Headquartered in Milan, TXT is listed on the Italian Stock Exchange and has subsidiaries in Italy, Germany, France, Switzerland, the UK and the US.

For more information visit www.pace.de and www.pacelabweavr.com

Resources & additional information

PDF version (English)

More about PACE GmbH

More about Unity's Verified Solutions Partner program

New Report: Headworn AR Revenue to Reach $13.4 Billion by 2024

ARtillery Intelligence’s report, Headworn AR Global Revenue Forecast 2019-2024 examines the AR glasses market opportunity. Subscribe for the full report. VRARA members get a discount.

1 Headworn AR Revenue Overview.png

ARtillery Intelligence has released a new report that projects headworn AR revenue to grow from $822 million in 2019 to $13.4 billion in 2024. Entitled Headworn AR Global Revenue Forecast, 2019-2024, the report examines glasses-based AR revenue totals and subsegments – including consumer and enterprise spending. This report follows ARtillery’s separate examination of smartphone-based AR spending.

Enterprise spending holds a commanding revenue share of AR glasses revenues with a projected $1.33 billion in 2020, compared with consumer spending of $22.1 million. These totals consist of both hardware and software. Enterprise spending dominance is due to productivity gains demonstrated in industrial settings, where AR’s line-of-sight guidance boosts speed to task-completion and error reduction. Consumer AR meanwhile trails in revenue, as the technology isn’t yet stylistically viable for consumer markets – a factor that could flip with Apple’s projected market entrance.

“Apple’s AR glasses released in the 2022 timeframe could create a classic Apple halo effect by boosting consumer awareness and demand for AR glasses,” said ARtillery Intelligence Chief Analyst, Mike Boland. “Rather than the common graphically-rich connotations of AR, Apple’s glasses will likely be simple and stylish, while accomplishing tasks such as notifications or LiDAR-powered ways that help people see better. Think of it like the iPhone 1 of AR glasses.”

As is the case across the global economy, AR glasses revenues will be impacted by the ongoing COVID-19 global pandemic. Given that the consumer AR glasses market is so small to begin with, it will be minimally impacted. Enterprise markets could meanwhile suffer to some degree due to recessionary spending as well as supply-chain impediments. However, enterprise AR use cases support COVID-era demand signals, potentially offsetting those losses.

“Certain flavors of enterprise AR like remote assistance and guided maintenance align with social distancing requirements in field-work and industrial settings,” said Boland. “This could mean that COVID-pressured adoption exposes the technology in ways that lead to new habits for enterprises that sustain into the post-COVID era of semi-remote work.”

Report Availability

Headworn AR Global Revenue Forecast, 2019-2024 is available from ARtillery Intelligence (VRARA members can get a discount here).

About ARtillery Intelligence

ARtillery Intelligence chronicles the evolution of spatial computing, otherwise known as AR and VR. Through writings and multimedia, it provides deep and analytical views into the industry’s biggest players, opportunities and strategies. Products include the AR Insider publication and the ARtillery PRO research subscription. Research includes monthly narrative reports, market- sizing forecasts, consumer survey data and multimedia, all housed in a robust intelligence vault. To learn more, go to

Subscribe for the full report. VRARA members get a discount.