Virtualware partners with Cleanbox Technology to Bring Premium VR Hygiene to VIROO

Virtualware, a unique company mastering Virtual Reality since 2004, partners with Cleanbox Technology, Inc. a premium, and eco-friendly, smart tech hygiene solution for the decontamination of VR headsets, to bring the state-of-the-art hygiene to VIROO®.

VIROO® is an all-in-one tool that places the full potential of Virtual Reality in your hands giving companies and institutions the power to pursue the extraordinary by boosting Innovation. With VIROO® everybody can create, manage, and deploy any VR Project without limits.

Due to the COVID-19 pandemic, businesses have an increased awareness of the importance of hygiene and safety. This partnership helps assure the safety and health of the many organizations that are incorporating Virtual Reality and VIROO® on their day-to-day basis.

“This partnership is a complete solution match” says Unai Extremo, CEO at Virtualware. He adds, “we recognized the importance of hygiene in today’s world, and with Cleanbox the problem is solved, ensuring VIROO is a safe VR tool”.

“Our goal is to help offer our partners the ability to ensure their customers not only have an innovative experience but a safe one as well” says Amy Hedrick, CEO & Co-founder of Cleanbox Technology.

Virtualware truly believes in the potential of Virtual Reality to change the world. Along with Cleanbox’s effective cleaning and decontamination solutions, they will continue pushing the boundaries to accelerate the adoption of this technology by placing VIROO® as the standard across industries.

Video: https://youtu.be/yIuzmJ94xHE


About Virtualware
Born in 2004, Virtualware is a unique organization pushing the boundaries of Virtual Reality. Our purpose is to promote the vast potential of virtual reality and accelerate its adoption to help companies and institutions create a sustainable future that moves society forward. https://virtualwareco.com/

About VIROO
VIROO is a unique VR Innovation tool that places the full potential of Virtual Reality in your hands. The Award-winning VR Enterprise Solution of The Year simplifies the adoption of Virtual Reality, giving companies and institutions the power to pursue the extraordinary by boosting innovation. Innovate in our reality, change the world.


About Cleanbox Technology
Founded in 2018, Cleanbox Technology, Inc. is a Nashville, TN based premium, eco-friendly smart tech hygiene company, specializing in the UVC surface decontamination. Cleanbox's patented products use UVC light in an LED, providing safe, at a level acceptable to most hospitals decontamination without the need for chemicals, heat, or liquids. Cleanbox products are designed for head-mounted displays (HMDs), surgical and protective masks, eyewear, personal electronics, and accessories. Cleanbox products have been independently proven to kill 99.999% viruses, bacteria, and fungi. For more information visit https://www.cleanboxtech.com

Contact:

Name: Aida Otaola

Email Address: aotaola@virtualwareco.com

Website URL: http://www.virtualwareco.com

Cognitive3D releases the Enterprise Guide to Scaling VR Training. Download it here!

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The use of virtual reality (VR) for training has become a fundamental part of the learning ecosystem for modern enterprises.

But the implementation of VR training at scale is a massive undertaking. Buy-in from stakeholders, complex integration into existing processes and demonstration of ROI are all needed before proceeding. You may face roadblocks from systematic because systematic changes like this can be difficult within large enterprises.

In this guide, you will learn how to overcome the challenges that come with implementing VR training at scale so you can accelerate employee learning outcomes.

What's in the guide:

  • How to create a sustainable VR training content pipeline.

  • How to leverage analytics and show demonstrable improvements from VR training to the bottom line.

  • Best practices for introducing new technologies into the organization.

  • How to get buy-in from stakeholders.

  • How to integrate VR training into your existing Learning Management System (LMS).

  • How to find the right partners to work with on your implementation.

3D Media partners with Innoactive for the democratization of Immersive Technology to US market

April 2021, Innoactive and 3DMedia have agreed to enter into a partnership to bring Innoactive’s dynamic toolkit for the democratization of Immersive Technology to US markets. Innoactive’s flexible and user-friendly VR authoring and distribution platforms, Creator and Portal are designed with scale and sustainability in mind, 

For large enterprises, the benefits of VR training include time efficiency, safety, and cost efficiency. VR also provides functional experiences which provides great learning reinforcement. The next challenge when integrating VR as a learning tool is how to efficiently develop and deploy that content. Innoactive addresses this challenge for the customer via its Creator offerings. The Creator counters development complications by offering an intuitive graphical interface requiring little coding knowledge that can drastically reduce times for developing each training module. After modules are rapidly developed in Creator, Innoactive Portal deploys the modules to workers and trainees throughout the company via a secure and flexible delivery system. Thereby ensuring that organizations can develop, deploy, scale, and sustain Immersive Learning efficiently, and easily. 

Daryl Roy, CEO of 3D Media adds, “Immersive Technology is at an inflection point. Governments, private enterprise, and all other types of organizations have seen the value that VR and AR bring to their teams. The challenge has been how do we scale and sustain this transformative technology? Well, Innoactive has developed two new tools that solve that problem. With Creator and Portal, groups can now affect positive change by an order of magnitude, effectively democratizing XR and bringing it to the working masses.” 

Daniel Seidl, CEO of Innoactive, said, “We’re delighted to partner with 3DMedia to help reach more customers with Innoactive products in the US.” The Innoactive Creator and Portal are designed to help companies scale their VR training through more efficient development and deployment of content. The US market is crucial for Innoactive and we’re excited that more customers will have the opportunity to use our products through the partnership.”

More info at 3dmedia.io

Innoactive

Innoactive provides an open, modular, and scalable VR training solution for enterprise use. Innoactive Creator is the leading, fully customizable authoring tool for Unity, a robust and widely used game engine. It allows rapid creation of VR training content in Unity, without the need for deep technical knowledge of coding and modeling. Innoactive cloud services (also available on-premises) allow managers to control accessibility to simulated content by offering user specific access control through permissions and user accounts. The cloud services also offer analytics, application management, version control, 3D asset management and remote collaboration services. Innoactive technology has already been integrated into enterprises including Volkswagen, Audi, Lufthansa, Linde, and Deloitte.  They are now providing secure access to robust and flexible VR training content to their own employees and to customers they serve

3D Media

3D Media is disrupting the marketplace with our customizable Virtual and Augmented Reality tools. Using proprietary processes, we build out facilities and procedures with precise detail. Our VR tools allow training in 100% controlled environments mitigating risk and saving money. 3D Media's Augmented Reality tools assist operators, technicians, and maintainers, alike in completing every task error free, every time. Our clients include Exxon Mobil, Louisiana Economic Development Fast Start, the US Air Force, and many more!

Contact:

Daryl Roy

Founder, CEO

Roy Operating Company LLC

3D Media

daryl.roy@3dmedia.io

Bodyswaps launches job interview simulator designed for the education sector

Bodyswaps launches its much anticipated job interview simulator next month. The first-of-its-kind VR solution covers a range of approved strategies and techniques as well as 75+ interview questions to help students prepare for their all-important job interview. This includes anything from character to behavioural questions, how to manage interview anxiety and craft winning answers. Find out more about our partnership programme and register your interest here.

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BSI Solutions, Inc. is Utilizing Bitcoin Technology, Blockchain, along with VR/AR and AI Technologies to Create a Revolutionary Cybersecurity and Data Protection Solution

It is quite a tough and challenging time for businesses that operate on digital network platforms. Cyber-attacks and breaches continue to haunt online activities at even more sophisticated and damaging levels. Ransomware attacks and other forms of data breaches have now become a day-to-day challenge for companies. Cybersecurity is no longer an issue to companies alone, but also to governments and other agencies.

In order to combat this looming issue BSI Solutions has transformed the amazing Bitcoin technology into an earth-shattering cybersecurity and data protection solution. This solution is a technology eco-system combining various innovative technologies designed to solve several of the major challenges in businesses including, data sharing, collaboration, technology security, and standardization. The eco-system is structured with three of the core technology elements of BSI, Blockchain, Artificial Intelligence, and Extended Reality. This solution has and will forever change the way data is shared.

“Blockchain has become one of the most disruptive and impactful technologies over the past 3 years. From cryptocurrency, Bitcoin, to how we securely share data and enhance our Cybersecurity position, Blockchain is changing the way we use technology daily. In addition to regular industry growth, the pandemic has created an unprecedented need to further enhance companies’ security postures. We’ve directed our focus on using Blockchain as a revolutionary solution to address Data Protection and Cyber Security needs. We have uncovered and implemented an unimagined Blockchain solution that has taken it beyond cryptocurrency” says President and CEO of BSI, Solutions, Inc. Dr. Kendrick Carroll.

A successful cyber-attack can be the downfall of any well-positioned business. Data breaches not only cause significant financial losses but are also the leading cause of a bad reputation for victim companies.

Blockchain started out as the technology behind Bitcoin but has popularly grown into a promising mitigation technology for cybersecurity and it is the core technology behind one of BSI’s revolutionary solutions.

Contact:

Name: Dr. Kendrick Carroll

Email Address: s.barnes@bsisnc.com

Website URL: https://bsisnc.com

Varjo and VRM Switzerland Make History: First VR Simulator Officially Qualified by European Union Aviation Safety Agency (EASA)

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Helsinki, Finland / Dübendorf, Switzerland – April 26, 2021 – The European Union Aviation Safety Agency (EASA) has for the first time ever officially qualified a virtual reality–based training solution for aviation training.

Developed and built by VRM Switzerland, the helicopter pilot simulator features Varjo’s latest human-eye resolution virtual reality headsets, Varjo VR-3, as well as unique technology developed by the Swiss flight training solution provider.

With the first EASA approved virtual reality simulator, pilots can now have the virtual training time credited to their flight training as well as benefit from the high training value and flexibility of the immersive solution. Since the qualification is done directly by the aviation authority, any customers of VRM Switzerland can start using the VR training solution without further national certification according to EASA regulations. This enables flight schools and helicopter companies to use the latest technology to increase flight safety, to offer more cost-effective training solutions, and to train in a more environmentally friendly way, at any time.

“Varjo is honored to be a part the world’s first EASA authorized pilot simulator with our highest-fidelity virtual reality device, the Varjo VR-3. This is a truly pivotal moment for the entire VR/XR industry, proving that immersive simulations can bring very tangible benefits for pilot training. Together with VRM Switzerland, we look forward to providing and scaling cost-effective, photorealistic virtual simulation training to pilots worldwide,” said Seppo Aaltonen, Chief Commercial Officer at Varjo.

Fabi Riesen, CEO at VRM Switzerland, said: “Pilots should receive realistic training on simulators. This allows helicopter operators and flight schools to fly more efficiently and safely. Thanks to our cooperation with the authority, we can offer training that is directly creditable. Our VR concept, which includes the Varjo VR-3 Head Mounted Display (HMD), Pose Tracking combined with a VR Haptic Cockpit on a highly dynamic 6DOF motion platform, provides a training device with the highest possible visual fidelity, allowing pilots to be fully immersed.”

Contact:

Name: Annaleena Kuronen

Email Address: annaleena@varjo.com


Healium Lands Air Force Contract for Virtual Stress Resilience Products

Healium’s media therapeutic to help service members self-manage anxiety, focus, and sleep

The US Air Force recently announced it awarded Healium an SBIR Phase I contract to explore deploying Healium’s mental fitness products to service members at home and in the field.  

The number of deaths by suicide among military service members increased in the fourth quarter of 2020 according to the Defense Department’s latest quarterly report. According to the VA, about 20 Veterans, active duty, guardsmen, and reservists die by suicide each day. 

Healium is a technology and a product that produces a “digital drug” that allows the user to learn to self-regulate their focus and calm by giving them the ability to see their EEG brain patterns in near-real-time. It’s a portable solution that uses virtual and augmented reality to immerse the user into beautiful, nature-based escapes.

In four peer-reviewed journals, Healium has been shown to significantly reduce anxiety and improve mood in as little as four minutes. 

 

“This is the stress Olympics and not everyone has trained for it,” said Sarah Hill, Healium’s CEO who developed the product to ease her own anxiety as a former TV news reporter. “How are you supposed to learn to control your focus and calm if you can’t SEE them? These experiences are designed to interrupt the stress response and allow the user to learn to self-regulate.”

 

In addition to being under contract with the Department of Defense, Healium announced a continuing partnership with The Outpost, a Virginia advisory and technology accelerator firm helping advance next-generation technology companies within both the commercial and national security verticals.

 

“From pre-deployment to post-deployment, airmen and soldiers are being asked to manage so many difficult and stressful tasks these days,“ said Dave Harden, The Outpost’s CEO.  With this comes anxiety, loneliness, depression, and, in the worse situations, suicide. Healium brings a world-class tool and experience that can help to not only teach ourselves to self-regulate ACTUAL brain waves but start to make the synaptic growth required to combat stress and human performance–all with a spa-like virtual experience.”

 

In addition to military and Veterans groups, Healium is used worldwide by frontline workers, athletes, and schools to reduce stress and improve human performance. Get Healium for your enterprise today.


Pinnacle Solutions Delivers First UH-60M Virtual Maintenance Trainer to United Arab Emirates

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Pinnacle Solutions Delivers First UH-60M Virtual Maintenance Trainer to United Arab Emirates

Huntsville, AL – April 19, 2021

Pinnacle Solutions, Inc. delivered the Block 1 Upgrade to its first UH-60M Virtual Maintenance Trainer (VMT) to Global Aerospace Logistics, LLC (GAL) in the United Arab Emirates (UAE). In late February 2021, a team from Pinnacle visited the customer site for the second time to install the UH-60 VMT software upgrade offering additional work packages to expand the maintenance trainer software installed last year to more aircraft systems. 


The full classroom suite (Block 0) was delivered to GAL, a leading regional provider of integrated aircraft sustainment solutions for military and civilian customers in Abu Dhabi, on 15 March 2020 to assist the UAE with training Black Hawk maintainers. A total package delivery included on-site testing, Train-the-Trainer course of instruction, an initial 12-month warranty followed by optional long-term maintenance support for both software and hardware. 


Furthermore, a Pinnacle Subject Matter Expert participated in the International Defence Exhibition and Conference (IDEX 2021) in Abu Dhabi, UAE, where show visitors and exhibitors viewed demonstrations of the UH-60 and CH-47 VMTs.  


About the product


The UH-60 VMT, developed by Pinnacle as an Internal Research & Development (IR&D) project, is a powerful and sophisticated computer-based training platform for Black Hawk maintainers spanning all skill levels. The VMT may be used for aircraft systems, subsystems, and component familiarization as well as fault isolation and troubleshooting. The Pinnacle VMT software is installed on off-the-shelf hardware allowing for accelerated deliveries around the world.


Pinnacle's VXT family of products, of which VMT is a part, can be tailored to best meet specific customer requirements. For this particular UH-60M VMT delivery, the first block of maintenance work packages included the delivery of the base Instructor Operator Station (IOS) package, which provides the instructor with the ability to monitor and control the training scenario, check system status, and track student progress in real-time. The subsequent block of maintenance work packages provided an IOS system capable of scoring students' performance and providing a "Pass" or "Fail" grade. 


The delivered work packages strictly follow approved maintenance manuals and offer three levels of interaction - beginner level tasks provide step-by-step instruction and guide students through the completion of a maintenance task. Intermediate level tasks allow the students to perform a task while referencing the appropriate maintenance manual. Advanced level tasks challenge the students' troubleshooting abilities. At this level, the VMT can be used for recurrent training to reinforce and refresh knowledge or procedures and skills that are not applied on a regular basis. 


About Pinnacle

Pinnacle Solutions, Inc. is a CMMI-DEV, v1.3, Level 3-appraised, AS9100 certified aerospace company headquartered in Huntsville, Alabama, with more than 12 years of experience in simulator and flight training; training device development and modifications; engineering services; aircraft maintenance and operations; and technical publications development.


Contact Name: 

Communications

Pinnacle Solutions, Inc.

Phone: (256) 327-4181
Fax: (256) 327-4188
E-mail: communications@pinnaclesolutionsinc.com

Virtual Operating Rooms for Training Medical Staff

University hospital Maastricht UMC+ was looking for an efficient way to train medical staff on the procedures for quickly and correctly setting up equipment in operating rooms. BlueTea helped to develop a virtual reality (VR) solution for this. This trains operating room staff in these setup procedures without compromising the operational capacity of the ORs.

Hospitals today have become high-tech environments due to the large amount of advanced equipment used. This leads to the need for medical staff to be constantly (re)trained in the use of these complex technical solutions and applications.

At Maastricht UMC+ (MUMC+), these courses are provided for the entire healthcare staff, from trainee nurses to trainee physicians and assistant physicians, by the internal Maastricht UMC+ Academy. The education offered ranges from advanced medical training and other healthcare courses to practical training in a simulation center and skills lab. In short, all the education and training that staff need to function properly at the various workplaces in the university hospital.

Training for so-called high-risk equipment takes place primarily through e-learning modules. "In this process, the e-learning provider replicates the equipment to be trained in the module," indicates staff advisor and developer at Maastricht UMC+ Academy Ron Mourmans. "Then, in the e-learning module on the PC, we can mimic and train the functionality of the device in question."

Pilot project with AR

In addition, the at Maastricht UMC+ Academy also uses other methodologies and systems to provide education and training to unlock third-party applications and devices. Consider, for example, the use of innovative techniques such as augmented reality (AR).

"Back in 2009, we were looking for a way to train and operate an actual device connected to a patient, without physically touching or changing the settings. With this, you bring the workplace learning environment to the patient. This required an innovative solution, which we found in the use of AR," Ron Mourmans reveals.

"The application we found was an AR application with a virtual environment in which the device was built. Through the camera of a mobile device, in this case special tablets, the physical device at the patient's bedside was recognized and then virtually showed the various buttons to be operated in the right places. These could then be 'operated' on the tablets, without anything changing in the physical environment. Unfortunately, this project came to an end earlier than expected. Perhaps we were a little too early with this."

Commissioning new operating rooms

A new opportunity for applications in the field of mixed reality, the interplay between AR and virtual reality (VR), arose when the MUMC+ took new operating rooms (ORs) into use a few years ago. These ORs also contain a lot of new equipment, in particular the pendants or 'mechanical arms' on which all the necessary equipment 'hangs'. Think of the lights, but also various monitors, respirators or other equipment needed in operations.

"The pendants present in the operating rooms have two or three movable 'arms'. In a room of 6o to 70 square meters, these must be in a correct position during surgery. This is to ensure that they do not unexpectedly hook into each other during use and to prevent damage to the often expensive equipment hanging from the pendants," Ron Mourmans continues.

"That's why a new instruction for the employees was needed. We discovered that there was a kind of 'knowledge gap' among the employees who had to start working with them. This was partly due to a strong turnover of staff, both among OR staff (anaesthetists and operating assistants) and among specialists (in training). In addition, new staff were also added." "Another challenge we faced was that ORs must be used as efficiently as possible. When ORs are unavailable due to training, it not only costs money. It is also detrimental to care because patients cannot be treated."

New learning method

Because of these challenges, Maastricht UMC+ Academy looked for a different way of training. In the search, the training department came up with virtual reality (VR). The reason for choosing a VR solution was that this type of training was booming at the time, says Ron Mourmans.

"The application found was an AR application with a virtual environment in which the device was recreated. Through the camera of a mobile device, in this case special tablets, the physical device at the patient's bedside was recognized and then virtually showed the various buttons to be operated in the right places. These could then be 'operated' on the tablets, without anything changing in the physical environment. Unfortunately, this project came to an end earlier than expected. Perhaps we were a little too early with this."

Three scenarios

The cooperation with BlueTea, but also with the MUMC+'s own IDEE department, which was responsible for a large part of the 3D work, ultimately resulted in a VR training with three scenarios.

"The first part is actually 'onboarding'. This part is to teach the trainees how to use the VR equipment and environment. Getting used to the virtual environment is important, because it too has 'limits'. They also have to learn to use the controllers of the VR equipment. With these they will soon have to operate the virtual shuttles." "The training is also important because we have to train different age groups. We have to take into account that older age groups learn to use the technology differently than employees born after 2000, for example."

Research from the university

Ron Mourmans goes on to say that this training scenario also includes a secondary approach. "Together with the Faculty of Health, Medicine and Life Sciences, we have linked this project to scientific research. We are trying to substantiate whether learning with VR provides added value. We have already demonstrated this with similar research into e-learning, particularly in terms of time savings. The research has been delayed because of the current pandemic, but we hope to pick it up again soon."

The second scenario involves actual practice in setting up the ORs and, in particular, the shuttles and other equipment that need to be set up around the operating table with the patient in the right place. There is a part that assumes that the patient's head is towards the door of the OR and a part where the feet are towards the door. In another variant, shuttles are positioned at a different location within the OR where the patient is.

Attractive gaming element

"The third scenario is where the patient lies in a sterile environment and the trainees have to bring the shuttles with all the associated equipment from a random position into the correct position. Of course, they also have to do all the associated things, such as disconnecting and reconnecting cabling or moving racks with equipment hanging from the shuttles, correctly and in the right order. This prevents later delays and other problems, such as cables becoming tangled or collisions between shuttles and equipment that result in damage to expensive equipment and monitors," Ron Mourmans points out.

"At the start of the training, it is then indicated that a certain fixed set-up is to be set up. Certain gaming elements are then added to this. For example, the preparation of the set-up in a certain timeframe. Subsequently, a completely different formation can be indicated. The idea is also to add a kind of competition element. We have learned from previous experience that this works well between colleagues or 'professional groups'. Something of a rating can have a stimulating effect on motivation."

Sprint courses with BlueTea

According to Ron Mourmans, the collaboration between Maastricht UMC+ Academy as client, the IDEE department of Maastricht University and BlueTea has been very pleasant. "BlueTea was in charge of the project and used sprint sessions. That has worked well. We did have to get used to it a little, because we do not come from a real business environment. Working with fixed appointments, for example, was actually quite pleasant. It gave us a bit of a grip on time. I also enjoyed working with sprints myself. I am now trying to apply it myself in smaller projects. For an organisation such as a university hospital, working with sprints is a bit more difficult, of course, but I myself can welcome working in this way. The further guidance from BlueTea and the questions they asked us during the development process were also fine. The whole process went very well."


BlueTea and VirtualStudio

BlueTea creates the virtual simulations or games using its self-developed VirtualStudio® toolkit. VirtualStudio® is an innovative content management system for building scenarios. This means that every action in a scenario can be configured with prebuilt interaction. Furthermore, anyone can build scenarios, even without programming experience. This allows content experts to deal with the content and makes it possible to maintain the game's scenarios in a sustainable way.

In addition, the tool helps content developers to adapt digital learning materials, without programming knowledge or complicated technology, in the developed simulations or games to evolving needs that are often procedural.


Help database and easy contact

Ron Mourmans also became acquainted with this software during the VR development process. "It is quite a complicated application. You actually have to use this kind of software at least one day a week to get the hang of it and keep at it. Fortunately, BlueTea had built a good help database with a decent search functionality. That made things pleasant, should you not be able to figure out how something works. It was also easy to approach someone from the development team, for example via a built-in chat tool. This allowed me to ask questions that were usually answered within 10 minutes."


"One tip I would like to give is to be able to view what you build in the VR environment on a PC in that location. Not in 2D as you see it now, but really in the virtual environment. Because often the effect of a built element looks different on the PC than in the actual virtual environment. The best thing, of course, is to have actual VR equipment in a room where you can test it. Unfortunately, that was not possible to realise at our hospital."


Future developments

That the use of the VR solution has been successful is evident from the further plans Maastricht UMC+ Academy has. "We have already looked at how this VR application would work with AR, in a mixed reality environment. We have therefore already had the elements for this programmed in. Perhaps we can then use an overlay in a real live situation to virtually check whether the shuttles are already in the right position for a particular operation setting. This will save a lot of time if it looks correct. We might also be able to add gaming elements. We don't have a firm, concrete plan yet."


"For us, the next step is to check whether the knowledge you gain from implementing this solution is sufficient. So we clearly see the new possibilities that VR can offer us," concludes Ron Mourmans.

Contact:

Name: Ton Bongers

Email Address: t.bongers@bluetea.nl

Virbela's browser-based VR technology, FRAME - new features for meetings, events + learning spaces

FRAME is a virtual collaboration experience from Virbela that brings people together in immersive, highly customizable spaces for meetings, events, and learning. FRAME was built to push the limits in browser-based VR technology and provide the most frictionless and immersive virtual collaboration experience possible.

Within FRAME, users can take an audience through 3D models, photospheres, or videospheres alongside documents, videos, audio, screen shares, and more. 

Features:

  • Four new environments: With 12 total environments to choose from, FRAME users can now explore new immersive spaces including the open campus, the lounge, the island, and the floating hall.

  • Speech + language tools: By enabling “speech to text,” FRAME will output your spoken words to text and auto-send the message in the chat, with local support for 27 languages. 

  • Upload your own 3D environment: Users can customize the background of their environment. For example, teachers can upload a unique background to FRAME for an upcoming field trip or class adventure.

  • Size + Scale: Each FRAME can now hold up to 50 people.

  • Screen sharing with audio: Users can share both static images and videos through Chrome, Firefox, or other newer Edge browsers.

  • Video of VR UI + teleporting: For headset users, there is improved VR navigation. Instead of using the joystick to move your avatar, you can teleport around where you want. Additionally, there is a new user interface panel allowing users to view the online user menu, see the text chat, and more. 

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See the Schedule and Program for our VRARA Education Forum on April 29

In 2 weeks, our VRARA Education Forum is happening, and we have over 60 education organizations confirmed from Europe, North America, and Asia. We expect 500+ academics, executives, and professionals who are leading in EdTech!

  • Cognitive load insights enhancing learning experiences by HP Entering the future of VR, HP Omnicept is the fusion of high resolution VR headset with state-of-the art biometric sensors and AI. The AI developed by HP Data Science team, provides insights on cognitive load: how much your brain is used, how do you react under stress, how efficient is the training. We will showcase a concrete use case with HP partner.

  • Immersive Connections: Teaching, Learning, and Creating in VR/AR by Lenovo with Ithaca College Lessons learned from a pilot using Lenovo’s VR Classroom at Ithaca College’s Teacher Education Program, where students leverage VR/AR technology to improve their teaching and learning experiences.

  • Integrating VR in Higher Education by Rob Theriault of Georgian College (Canada) Integrating VR in higher education is not complex, but it requires funding, training and finding the right VR experiences. Rob has helped programs at Georgian to pilot VR for patient simulation, language learning for Indigenous Studies, biochemistry, Veterinary Tech, Event Management, Tourism.Seeding Immersive Technology Startups from Research Labs, by IIIT Hyderabad (India): Commercialization of academic research and lab to land translation of VR/AR technologies. Will be sharing insights and frameworks to productize research and build deep tech startups from research labs at universities.

  • VR platform for developing systems mental models in tech students, by Iowa State University (USA): We will report the results of assessing students' mechanistic mental models after they design and build systems with VR. Pedagogical opportunities & challenges will be discussed as well.

  • Lessons learned from deploying VR for employability in Further Education Colleges, by London Screen Academy (UK): We will present a wide-range perspective of how VR/AR may fit in education, the options we have today to explore virtual spaces to achieve innovation in education and its potential benefits and limitations when it is integrated in a variety of classroom activities.

  • 55+ speakers, sessions, and demos

  • Hot Topics Roundtables (Group Networking)

  • Speed Networking (1-on-1 video chat)

  • See the full Schedule here


Special thank you to Lenovo, HP, Tipping Point Media, Dynepic, and ArborXR for sponsoring this event!

If you haven't yet, get tickets here today before price increase!

Testimonials

"In 2020, I attended two VRARA online forums. The 1-on-1 networking was exceptional. I met industry leaders from all over the world, and it was truly a blast! Having 5 minutes of undivided attention is fantastic (better than at in-person events where people can be distracted)."

- Cathy Edstrom Grochowski

“I spoke to more people in 1 day than my entire previous year.”

Stuart Spencer

Tobii partners with NVIDIA and HP to enable enhanced VR image quality in VRSS 2

This week, NVIDIA announced the release of the latest version of Variable Rate Supersampling (VRSS), which now includes dynamic foveated rendering, powered by Tobii Spotlight Technology.

The new version, VRSS 2, powers the NVIDIA driver with the latest eye tracking information at minimal latency, which is used to control the super-sampled region of the render frame to enhance image quality based on where the user is looking.

VRSS is a zero-coding solution, which means that developers do not need to add any code to implement VRSS. All the work is done through NVIDIA drivers, which makes it easy for users to experience VRSS in games and applications.

HP Reverb G2 Omnicept Edition VR headset will be the first HMD on the market that takes advantage of this integration, as it will leverage both Tobii Eye Tracking and NVIDIA VRSS 2.

Contact:

https://vr.tobii.com/contact



Pico Neo 3 Launches: New Consumer Headset in Asia

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Pico Interactive announces its latest VR headset for consumers in Asia – the Neo 3. The flagship 6DoF consumer headset includes the Qualcomm® Snapdragon™ Platform, WiFi 6 and optical controllers to deliver a powerful user experience. Below the PR outlines the specs and including a quote from Pico CEO Henry Zhou.

Powered by the Qualcomm Snapdragon Platform, the new 6DoF consumer headset has spatial location-based on SLAM and controller tracking based on computer vision

 

SAN FRANCISCO – April 13, 2021 – Pico Interactive, a global tech company that develops innovative virtual reality (VR) and enterprise solutions, announces its latest VR headset for consumers in Asia – the Neo 3. The flagship 6DoF consumer headset includes the Snapdragon Platform, WiFi 6 and optical controllers to deliver a powerful user experience. More details on the enterprise version of the Neo 3 – the primary device for all markets outside of Asia that will be available in late Summer 2021 – will come soon.

“These innovative product developments follow our B and B+ funding rounds earlier this year. From our new optical controller-tracking solution to complex environment positioning, the Neo 3 is building off of the Neo 2 to offer the latest technology to give users an amazing, immersive experience,” said Henry Zhou, CEO of Pico Interactive. “Between the Pico Neo 3 headset’s state-of-the-art-technology and Pico’s new publishing division – Pico Studios – developers have the tools to get even more creative with the apps and games they create.”

In addition to being counterbalanced for comfort, the consumer headset adds three physical IPD adjustments to offer a better visual comfort. With the COVID-19 pandemic bringing sanitization to the forefront of everyone’s minds, the headset is also made with all-PU material, allowing for easy and regular cleaning.

Through the use of four wide-angle cameras, the Neo 3 has true millimeter-level positioning and tracking. 3D maps of an environment can be reconstructed in real-time, and stable tracking can be achieved even in a low-texture environment and bright or dark settings. In addition, the Neo 3 has an updated curved screen for sleeker form factor as well as 90hz experiences. Pico’s new 6DoF controller also uses 32 optical tracking sensors – which are more suitable for gaming.

 

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Qualcomm and Snapdragon are trademarks or registered trademarks of Qualcomm Incorporated. Qualcomm Snapdragon is a product of Qualcomm Technologies, Inc. and/or its subsidiaries.

 

About Pico Interactive
Pico Interactive focuses on innovative VR and AR solutions that 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.

 

About Pico Studios

Pico Studios, a division of Pico Interactive, partners with global developers to bring their games and apps to new audiences in Asia. The team helps developers increase revenue by getting their content in front of an emerging audience of consumers that are eager to try the best games and apps on the Pico Platform. Pico Studios provides publishing and go-to-market services to ensure developers’ apps get seen and played. Pico Studios publishes VR experiences to the Pico Store on both 6DoF headsets, like the Neo 2 and Neo 2 Lite, and 3DoF headsets, like the G2 4K. To learn more, visit www.picostudios.com.

 

Media Contact

Elsa Anschuetz

Uproar PR for Pico Interactive

321-236-0102 x 233

eanschuetz@uproarpr.com

Download our New Report! 50 British Companies featured in our new UK Ecosystem Report

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Foreword by Cleanbox Technology

This decade promises acceleration in new, innovative technology in an increasingly inter connected world, and with the challenges that face us today, the need for innovation has never been greater. Cleanbox Technology is proud to sponsor the VRARA UK Ecosystem Report, and to join you as we make history together.

Virtual and Augmented reality open the door to possibilities both conceivable and presently beyond our imagination. As we scan this horizon for what comes next, we see opportunities for integration with many industries, and indeed our very lives, on a massive scale. If we are to seize this opportunity responsibly, we must do so safely.

Education, manufacturing, healthcare, entertainment and complex skill training have all seen early adoption of AR and VR. As the technology advances, this integration will proliferate, becoming as much a part of our day-to-day as cell phones or automobiles. If the potential for this technology is as transformative as we expect, there is an immediate need to create safe deployment strategy from the beginning. The health and safety of the public - as we have so painfully learned this last year - is dependent on a collaborative effort of government, industry and the public, working together to keep each other safe. Now is the time for forward thinking, responsible leadership from the pioneers of this technology.

While the excitement around VR/AR is easy to get caught up in, we encourage you to also take a calculated approach to strategy; incorporating logistical, ethical and safety considerations as we prepare to embark on this journey into the kaleidoscope future of our reality.

Amy Hedrick

Co-Founder&CEO

Cleanbox Technology

cleanboxtech.com

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Download our new Whitepaper, VR/AR in the Energy Sector authored by industry experts

This publications was produced by our Energy Committee.

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Authors & Contributors:

  • Mr. Suhas P Bhagwat, Avroglide Consultants

  • Mr. David Moreno, Virtualware

  • Mr. Walter Davis, Aggreko

  • Ms. Sophia Moshasha, VRARA Washington DC Chapter

  • Mr. Ray Deatherage, GTI

  • Mr. Eduardo Neeter, FactualVR

  • Mr. Nick McKee, Cyan Stone Innovation

  • Mr. Tim Allen, Oberon Technologies, Inc.

This white paper is broken into the following parts:

  • Introduction

  • Basic Elements and Features of VR and AR technologies and devices for VR and AR

  • Relevance of VR AR for Energy Sector

  • Typical Applications of VR AR in various functions in the Energy Value Chain

  • Sample Use Cases for Energy Sector

  • Concluding Remarks

The global energy mix is comprised of Oil, Gas (which also includes liquefied natural gas ie LNG), Coal, Nuclear, Renewable energy (such as Wind, Solar, Hydropower, Biomass, Geothermal, Ocean Waves etc), and Electricity sectors. During the mid 2010s fossil fuels (namely Coal, Oil and Gas) accounted for 82 percent of global primary energy. This percent number is targeted to decline, with large growth in the nuclear and renewable energy sectors (especially wind and solar energy) although the fossil fuels are expected to remain a primary source over the next 20 years. However, due to the current pandemic that hit the world early 2020, the projections are sure to undergo a change.

Energy is the lifeline of everything that happens in the world and this sector is one of the most important components of the Global Economy. The combined business that is conducted globally in the entire value chain of this sector is in multiples of Trillions of dollars and it engages several million personnel worldwide. The Energy sector covers all the stakeholders in its entire value chain such as the Energy organizations (Oil & Gas production units, Refineries, Thermal Power Plants, Nuclear Power Plants, Wind Power Farms, Solar Power Plants, Power Transmission & Distribution Systems etc), Energy Technology / Process Licensors, Engineering organizations, EPC organizations, Manufacturers and Fabricators, Construction companies, Mining Companies (for Coal) as well as several service providers covering HSE, logistics, inspection and other services.

Therefore, as far as Energy as the VRARA Energy community is concerned, the Demand side of VR AR value chain covers all the VRARA members representing the stakeholder organizations in the Energy sector as above. The VR AR Supply side for VRARA Energy community on the other hand covers Digital Technology Creators, VR AR Hardware Manufacturers and VR AR Solutions providers & Content creators with experience in applications for the Energy Sector.


Thank you to our Sponsor!

Oberon Technologies is a leading provider of innovative interactive training solutions, leveraging virtual reality technologies coupled with state-of-the-art information delivery for environments where safety, security, or efficient cost of delivery is critical. More at www.oberontech.com 

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Making Mines Safe And Productive With Virtual Reality Training

The dangers of mining operations are very well known and inadequate training is often a root cause for many mining fatalities. Hands-on training in an actual mining environment provides only limited real-life opportunities, however virtual reality-based training can expose the workers to real-world working conditions without the associated risks.

Hence there is a strong demand for Virtual reality (VR) in the mining industry, especially for solutions that can help in training the mining operators effectively to improve safety, increase productivity and reduce costs.

VR training in mining allows training the entire team of mining operators, workers, managers in order to make the entire mining process safe and more effective. Training in VR makes it possible to allow teams to practice their skills before they start working in real-world mining sites.

The potential of VR training in mining is truly infinite. With even more advancements in VR technologies, it will not only help mining related companies in planning better strategies but also lead to a safer work environment for everyone involved.

As one of Asia's leading VR training & simulation companies, Tecknotrove has vast experience in developing cutting edge solutions for the mining industry for both surface mines and underground mines. Tecknotrove develops customised virtual training solutions for critical training applications for the mining industry.

“We develop fully customised VR training solutions that are capable of offering immersive learning experiences which can directly lead to higher productivity and efficiency in mining operations”, said Shantanu Gupta – Director Tecknotrove Systems.

Tecknotrove has worked with some of the largest mining companies in the world including Debswana Mines, Rio Tino, and Sesa Goa. They also work with some of the largest OEMS, including Komatsu, Caterpillar, BEML, and Volvo.

TecknoSIM VR training solutions are being used in numerous scenarios by the mining industry, including:

Mine site familiarisation training.
Emergency preparedness training.
Working in confined spaces training.
Training on equipment familiarisation and operations.
Training on machine inspection maintenance.

How does VR training work?
By putting on the VR headset, one experiences a virtual environment that is similar to the mining site. New trainees and recruits get a better understanding of what is expected of them and how to handle different work situations. They can inspect every part of the site and even interact with the different virtual objects around them which directly leads to higher learning retention and better results.

Experienced workers get trained on advanced skills and emergency situations. Custom mines developed in virtual environments which are actual replicas of mine sites are being used for accident reconstruction, emergency preparedness and safety training.

The mining industry is also using VR for scenario based training. Three large-screen projection units create a virtual replica of the mine. The programme is scenario-based and requires trainees to answer various safety-related questions as they manoeuvre through the mine. Trainers interact with the trainees monitor the progress of the training programme.

Contact

Name: Payal Gupta

Email Address: payalgupta@tecknotrove.com

Website URL: https://tecknotrove.com/

C3 Pathways, Inc. joins the VR/AR Association in furtherance of the C3 mission to save lives

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Training law enforcement, fire, and EMS for critical incident response – incidents like active shooter events, bombings, and other violent attacks – cannot wait for a convenient time. “This training saves lives and is essential, but you must meet emergency responders’ needs within their restrictions,” says Bill Godfrey, CEO of C3 Pathways.

Located near the University of Central Florida, the Oviedo (FL) company provides responders hands-on training to integrate their emergency response and achieve better outcomes, something the company has been doing since 2004.

Better outcomes means saving lives.

C3 Pathways uses 3D simulation and virtual reality to accomplish the complex training, a blend of live-action and virtual reality with face-to-face and radio communications. Says Godfrey, “We started working with Unity in 2008, adding multiplayer capability to put 50+ emergency responders in the same scene. In 2010, we put it in the classroom with amazing results, adding features ever since.”

The COVID Pandemic created a new challenge to conduct hands-on training remotely.

Explains Godfrey, “We were stuck. Our existing 3D platform was not designed for the Internet and requires higher-end hardware. Platforms like Zoom and AltspaceVR do not have the functionality we needed. We had to create a new platform from scratch and fast.”

C3 Pathways operates the National Center for Integrated Emergency Response (NCIER®). In November 2020, a photo-realistic firstperson virtual training campus launched enabling hands-on remote training for law enforcement, fire, EMS, emergency management, and 911 dispatch. It is called NCIER® Campus. Through NCIER® Campus, C3 instructors continue their mission to deliver experiential, hands-on training to America’s first responders – only now it is remote.

Instructors can facilitate up to 100 participants in NCIER® Campus. Photo-real avatars are created from participant photos. Positional audio enables normal conversation by walking up to someone and talking, while the 7-channel radio emulates public safety radios. The auditorium is surrounded by 12 breakout rooms with incident scenes, command posts, an emergency operations center (EOC), and 911 Dispatch.

Says Godfrey, “Our mental model for NCIER® Campus is a real-world training center. We want it to feel familiar, like you have been here before. Your mind quickly tricks you into believing you are there. That lets the instructors interact with participants almost as easily as being there, to literally point things out, correct mistakes, and coach them to better performance. Importantly, this is all in the context of a live scenario mimicking the chaos and confusion of a real-world incident. It is an amazing experience.”

C3 Pathways joined the VR/AR Association to continue exploring cutting-edge solutions. “Some things require face-to-face training and probably always will, but that list is getting shorter,” says Godfrey. “The VR/AR Association is a key player in VR research and education. This relationship will better support our development efforts and sharing with others in our mission to help save lives.”

For more information, please contact Steve Williams at info@c3pathways.com or (407) 490-1300.

DDI and Strivr partner to pioneer leadership development in Virtual Reality

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Leaders will be able to build and sharpen their leadership skills like never before by immersing themselves in deeply realistic simulations, thanks to a partnership between DDI and Strivr

The partnership brings together DDI’s decades of experience in leadership development with Strivr’s market leadership in virtual reality-based (VR) immersive learning. Through the partnership, companies will be able train their leaders in key leadership skills through a combined immersive and peer discussion format. The first virtual reality scenarios DDI and Strivr have developed include resolving conflict and driving change, and are powered by Strivr’s Immersive Learning Platform. 

”This partnership gives leaders an opportunity to have a meaningful, cutting-edge virtual reality experience that helps them build their skills by actually applying them in a real-world setting with simulated interactions,” said Tacy M. Byham, Ph.D., chief executive officer of DDI. “Virtual reality is often used to train people on hard skills, like safety, operations and tasks like stocking shelves. This partnership with Strivr is creating a new frontier in the development of leadership and soft skills by providing the coursework and scenarios to give participants crucial opportunities to practice.” 

According to DDI’s Global Leadership Forecast 2021, leadership skills such as emotional intelligence, coaching, and driving change are among the most critical for the future. These skills help to prevent burnout, support digital transformation, retain talent, and much more. This data builds on previous research from global HR industry analyst Josh Bersin, a partner in the DDI research and a member of Strivr’s advisory board, that points out the ‘power skills’ of the future are not technical, they’re actually behavioral.

“In a time when workforces are more dispersed and potentially more disengaged than ever before, rapid and effective skills development for leaders can be the key to ensuring their businesses succeed,” said Derek Belch, founder and chief executive officer of Strivr“Together with DDI, we are enabling organizations to address these challenges head on through an immersive learning platform that delivers critical and scalable VR experiences to build and elevate leadership performance.” 

The programs work by combining digital learning with realistic practice in VR. 

Within the virtual reality experiences, participants may face more challenging, focused scenarios than in traditional partner-based practice. In particular, they may deal with highly emotional situations, which are common in real life, but tend not to come up in a partner-based role playing. In addition, participants can record and play back the scenario to review their performance.

Above all, the scenarios offer a safe practice space, where learners can fail without fear of embarrassing themselves in front of a peer.

DDI and Strivr expect the partnership to be a game-changer for companies that want to use the latest technology to create deeply memorable and effective leadership experiences. With DDI’s award-winning inclusion scenario being covered for its potential to change corporate America, and Strivr’s platform having powered nearly 1.5 million learner sessions in VR, companies can now leverage these powerful tools to help their leaders cement crucial new skills and elevate the leadership cultures within their companies.

To learn more about Immersive Learning, and hear from DDI and Strivr experts on their approach to building leadership skills through VR, sign up for this live webinar on May 6th @ 10am PT / 1pm ET.