9 AR Platforms Bring Augmented Reality Content in the Classroom

In today’s classrooms, augmented reality (AR) education tools are a great way to introduce and excite students about any subject. Not only can they go beyond textbooks and abstract concepts and make them “real” but many AR tools can work independently of the teacher and the physicality of the classroom too. And as opposed to the typically expensive technical requirements of a full virtual reality setup, like a headset and gloves, AR education tools usually only need equipment that most classrooms and students already have: the computer, smartphone, or tablet.

Here are some great platforms that can add the AR experience to almost any subject. (Note: These are platforms where the student, educator, or both can create their own learning content. So this list does not cover apps that are specifically made for a specific topic or companies that offer development of AR apps for education. All of these platforms have some kind of free tier as well — free trials did not count.)


1. Holo-SDK (https://www.holo-sdk.com/educational-program)
Holo-SDK lets teachers and students create their own AR models a little differently than the next program in the list. As hinted at in the name, Holo-SDK is a Unity plugin, allowing users to create their own holograms that will be projected from the computer screen with the help of anaglyph glasses (those red and blue glasses) while using its Desktop AR app. Modeling can be done in almost any 3D program and imported into Unity to be transformed as a holographic 3D model or game.

2. Grib (https://grib3d.com)
Although it’s still in beta, the Grib app looks to be a promising way for teachers and students to create their own AR models. By scanning a flat drawing and using gestures in the app, users can push and pull the digital clay to create an AR model that can be then exported or 3D printed.

AR Platforms for Educators and Students
3. Metaverse (/https://studio.gometa.io/landing)
Metaverse is an augmented reality program that allows teachers and students to create their own Metaverse experiences. A Metaverse experience covers a variety of AR activities, from games and quizzes to scavenger hunts and stories. Teachers can gamify their lessons while students can create their own games to show what they’ve learned (plus learn some basic coding along the way).

4. MERGE Cube (https://mergeedu.com/cube)
A little different from Metaverse and the other apps on this list, MERGE cubes are foam cubes that work with AR applications and 3D software so students can “hold” the 3D objects in their hands. It’s a way for students to have hands-on experience using the power of AR to change what they see and interact with, all depending on the lesson. Teachers can use a library of already-made models in combination with the Merge app to augment their lessons but both students and teachers can also hold models that they’ve made.

5. Waypoint EDU (https://www.waypointedu.com)
The Waypoint EDU app allows educators to create AR scavenger hunts, or as they call it “hunts.” Designed only for iPads and iPhones, the app lets students learn more about almost any subject through geo-caching. The teacher creates multiple choice questions that are activated when a student finds the Waypoint in the play area. The two pre-installed hunts have 3D models that the students can find. There is also an option for indoor play by using printed “Hunt Cards.”

6. 3D Bear (https://www.3dbear.io)
The 3D Bear app allows both teachers and students to create AR designs and stories that can be recorded and shared. Using the model libraries of Sketchfab and Thingiverse, as well as the teacher’s or students’ own models, students can recreate scenes from history, model an ecosystem, among many other uses. There are also ready-made lesson plans for educators.

7. CoSpaces Edu (https://cospaces.io/edu/)
Students can learn how to create their own virtual world, picking up programming basics along the way, with CoSpace Edu app. Students use a drag-and-drop interface to code animations and behaviors to pre-created or self-created 3D models. Through the app, the students can see their creations, tours, stories, and games come to life in AR, in VR if they have a headset, in the browser, or interact with them using the previously mentioned Merge cubes.

8. JigSpace (https://jig.space)
Think of JigSpace like an encyclopedia of AR 3D models. Students can view an exploded view of an engine or cross section of a heart through the free app’s model library. Teachers and more advanced students can also upload their own 3D objects to view as well. With these models, teachers can create AR learning presentations around a certain topic and students can share what they’ve learned with each other.

9. AssemblrEdu (https://edu.assemblrworld.com/assemblr-edu-app)
The AssemblrEdu app allows teachers and students to create AR-focused lesson plans and presentations using existing models, create their own models in the in-app editor, or import their own. Teachers can easily share the lessons with their students in a virtual classroom and also download the projects of other teachers and students.

As the technology and devices improve, there will be more ways for AR to create educational, exciting experiences in the classroom. All that matters is how teachers can use them.

More info https://www.holo-sdk.com

PREMIER VIRTUAL PRODUCTION CONSULTANCY LAUNCHES XR DEVICE FOR LIVE ENTERTAINMENT

MORRISTOWN, NJ, October 2021- As a response to the rising need for technical innovation for live performances and events, Zanni has officially launched to provide a new way for producers, directors, and artists to create memorable experiences through immersive virtual and augmented reality. Zanni encompasses a unique blend of extensive theatre production experience along with technical virtual production skills. Their team brings a vast network of partners in immersive technologies in order to create the most robust solutions for producers in theater, sporting, and entertainment. The pandemic brought about a mass disruption in the live production industry, and Zanni aims to help creative industry professionals find ways to innovate in audience engagement and bring them back to live in-person events and shows.

Along with the launch of their services offerings, the company has announced the upcoming release of  ​Ovees™, their proprietary handheld mixed reality viewer, which enables #XR-enhanced performances, placing augmented reality content in the context of a live performance or show. This device is also one of the very few that can achieve both augmented reality and virtual reality, giving the producer the ability to take the audience in and out of completely occluded virtual spaces. Producers will also be able to use this product to conduct virtual staging prior to investing in physical buildout, minimizing wasted costs and time. “This is an exciting time for live entertainers to really reach beyond the traditional limitations of live production design,” says David Rodriiguez, CEO and Founder of Zanni. “We are bringing creators the capabilities and tools to think out of the box and outside of the physical limitations of reality to create incredible, memorable and engaging experiences.” 

Zanni will be debuting their suite of virtual production services in an array of cabaret shows as part of the live entertainment showcased at the LDI Show, a catalyst in helping entertainers master storytelling via the use of cutting-edge technology. “We are proud to partner with Zanni to showcase new innovations in live entertainment and introduce new ways to engage live and virtual audiences in a time that is most needed in this industry,” states Jessi Cybulski , Show Director, Live Design at LDI. The show will consist of live acting combined with real-time animation, live motion capture and in-camera visual effects. Zanni will also be showcasing the pre-release build of the new Ovees mixed reality viewer expected to release mid 2022. 

For more information on Zanni’s services and Ovees XR device, contact sophia@zannixr.com.

About Zanni

Zanni’s mission is to transform the way event producers and performers tell stories and engage audiences by blending traditional storytelling with innovative immersive technology. We use techniques in Virtual Production and Technical Theatre to bring the audience right into the story and experience live entertainment in ways that have never been done before. With 30 years of professional experience in theatre and event production, we know how to design immersive, technology-driven experiences with the audience in mind and give them incredible memories that will last forever.


Contact Information:

Zanni 

Sophia Moshasha

703-994-2621

sophia@zannixr.com


Sports Media Challenge and Avatar Dimension produce New Holographic PSA to Encourage Student Action Against COVID

Score the Shot! South Carolina Gamecocks’ Dawn Staley and Aliyah Boston Team Up With Sports Media Challenge and Avatar Dimension for New Holographic PSA to Encourage Student Action Against COVID

New Holographic PSA Designed Specifically for Always Connected GenZ

CHARLOTTE, N.C. and WASHINGTON, D.C., Oct. 22, 2021 -- It’s a battle cry for students to take action in the fight against Covid-19. Sports Media Challenge and Avatar Dimension have teamed up with Hall of Fame college basketball coach Dawn Staley and esteemed player Aliyah Boston, both of the top-ranked NCAA women’s basketball team, the South Carolina Gamecocks, in a new, state of the art holographic PSA called “Score the Shot” that encourages Generation Z (Gen Z) to get vaccinated. The PSA is now available to view and share on social media starting today.

See new “Score the Shot” PSA here:
https://sportsmediachallenge.com/gamecocks-psa/

Today, less than 50% of Gen Z, those born between 1997 and 2021, is fully vaccinated. The PSA, uniquely designed for the younger generation’s all digital, all the time mindset, features Staley and Boston addressing viewers directly as life-like holographic renditions on their laptop or smartphone, about the importance of stepping up and being a part of the team in the fight against Covid-19.

The PSA was created in partnership with Avatar Dimension, who captured the sports figures at its mixed reality, volumetric capture studio in Washington D.C., the only certified Microsoft Mixed Reality Capture Studio on the East Coast. With Gen Z’s preference for viewing entertainment and getting news and information via social media and online versus traditional TV, organizations are looking for new ways to share PSAs and other key information with this demographic. The holographic PSA fits this need, offering a more impactful way for reaching younger audiences in a medium that suits their preferences.

About Sports Media Challenge
To learn more, visit https://sportsmediachallenge.com/.

About Avatar Dimension
Avatar Dimension is driving the future of immersive video by offering the most advanced volumetric capture stage and studio in the world. Its mission is to imagine and create stunningly realistic virtual experiences for enterprise customers and their creative agencies, with a focus on building enterprise applications for training, government programs, marketing and entertainment. Avatar Dimension is the only certified Microsoft Mixed Reality Capture Studio on the East Coast, and consists of a collaboration between Avatar Studios of St. Louis, Dimension Studio of the UK and Sabey Data Centers of Seattle, with its premier studio based in Ashburn, VA. For more information, visit www.avatar-dimension.com.

More info: https://sportsmediachallenge.com/gamecocks-psa/

A World-Leading Technology Changing the Augmented Reality Industry

Lightspace Technologies, a Latvia-based deep-tech start-up, has developed a headset with multi-focal technology that could cut surgery time by 20% (researched by Karolinska University hospital)

Keeping in mind the fundamental flaw of the current generation devices – discomfort while using VR/AR – Lightspace sought to resolve the issue. Current-generation headsets use a single screen that doesn't let you feel the actual distance and depth of the object. To ensure maximum comfort and usability for long periods, technology should mimic viewing cues in the natural world. Lightspace’s multi-focal technology uses multiple screens that mimic natural viewing. It is an unconventional and unprecedented way to achieve excellent image quality, precision, and depth awareness. It also lets the user operate with the device for unlimited time.

Additionally, multi-focal technology minimizes errors due to substantially reduced disparity between the actual focus plane and the object. It means that it not only ensures maximum comfort and usability for long periods, but also shows that it is possible to omit eye-tracking and still observe true-to-life visuals. It means that an exceptionally accurate image overlay can be achieved even without eye-tracking solutions.

Multi-focal technology can be the gateway for AR to be finally implemented in professional and highly demanding settings such as healthcare. This state-of-the-art technology provides sub-millimeter precision. Not only would it advance surgical workflow, but also help doctors to prepare and train for any medical scenario. AR is ideally suited to visualizing medical information – such as overlaying anatomical data onto the patient in real life. This can help clinicians carry out procedures in a faster, more accurate way.

More info  http://lightspace3d.com/

Varjo Introduces Varjo Aero To Bring the Highest-Fidelity Virtual Reality For Professionals and Leading-Edge VR Users Alike

Varjo's exciting announcement this morning of the launch of Varjo Aero, the company’s newest VR device in its portfolio. The headset expands the company's reach beyond its traditional enterprise customer base to also advanced VR users like flight simulator enthusiasts. Varjo Aero offers industry-leading visual fidelity, featuring true-to-life, edge-to-edge clarity across 115 degrees field of view. The headset is available at an attainable price of $1,990 with no annual software subscription fee and lower PC hardware requirements.

The new VR headset, together with Varjo’s recently announced Reality Cloud platform, marks the next step toward enabling a true-to-life metaverse for all

Helsinki, Finland – October 21, 2021 – Varjo™, the leader in professional-grade VR/XR hardware and software, today announced the launch of Varjo Aero, the company’s newest virtual reality device in its portfolio. The headset expands the company's reach beyond its traditional enterprise customer base to also advanced VR users like flight simulator enthusiasts. Varjo Aero offers industry-leading visual fidelity, featuring true-to-life, edge-to-edge clarity across 115 degrees field of view. The headset is available at an attainable price of $1,990 with no annual software subscription fee and lower PC hardware requirements.

 

“We’ve heard the demand from leading-edge VR users such as aviators, creators and racing simulation enthusiasts to bring our highest-fidelity devices to everyone, not just enterprises,” said Urho Konttori, founder and CTO of Varjo. “As a result, we are proud to bring to market Varjo Aero, the best VR headset that anyone can get. This device, together with our Reality Cloud platform, continues our mission to make a true-to-life metaverse accessible for all.”

 

With a resolution of 35 pixels per degree, Varjo Aero offers an industry-leading immersive experience to both professionals and high-end VR enthusiasts alike. Its advanced ergonomics and significantly reduced weight make it the lightest headset from Varjo to date. The headset features professional-grade mini LED displays, color tuning, contrast levels, and crystal clear aspheric variable resolution lenses. In addition, its built-in eye tracking powers not just interaction and analytics, but also foveated rendering that further reduces compute requirements and enables a crystal clear resolution. The lower PC hardware requirements of Varjo Aero enable more scalable deployments and various multi-user experiences, including flight and racing simulations, enterprise training scenarios, design and creative use-cases, as well as delivering immersive experiences in showrooms, museums, and virtual arcades.

 

Varjo Aero also integrates with the company’s recently launched Varjo Reality Cloud service and will fully support virtual collaboration immediately with early access to the platform’s VR teleportation software. Additional functionality, such as content streaming from the cloud, will be supported in steps when Varjo Reality Cloud becomes generally available. With the delivery of a lower-barrier-to-entry headset option, Varjo Aero marks Varjo’s next step in making a photorealistic metaverse accessible for all.

 

The first customer shipments of Varjo Aero will begin by the end of 2021. The headset can be ordered starting now for $1,990 (USD and Euros) via www.varjo.com/aero.

 

About Varjo:  

 

Varjo (pronounced var-yo) makes revolutionary VR/XR hardware and software that together allow you to see and experience virtual and augmented content just as clearly as you see the analog world around us. Our virtual and mixed reality headsets take you to another level of performance and emotional immersion – recreating the exact feeling and conditions of real life, allowing you to perform better and learn faster. www.varjo.com 


New botspot Innovation Lab to strengthen the company's technological lead

3D scanning specialist botspot AG moves to new Berlin headquarters to drive further dynamic growth. 

Berlin-based specialist for multi-sensor 3D scanning systems botspot AG reacts to its rapid growth and the dynamic expansion of its business by moving to a spacious new production and administration location by the Spree. Here, the traditionally strong research and development activities can now be concentrated in the new botspot Innovation Lab. 

Sascha Rybarczyk, Board of Management botspot AG:

"It is only a small step towards the technology site Adlershof, but a decisive step on our way to becoming the high-tech company that significantly shapes the 3D market, nationally and internationally. In addition to ideal production conditions, we are particularly pleased that the newly installed Innovation Lab makes our innovative strength visible in a way that reflects its importance for our corporate philosophy." 

On the occasion of its 8th anniversary, botspot looks back at a development that has led from the first full-body scanners to today's diversification, especially in the fields of e-commerce, automotive and health care. In the latter field, botspot is currently participating in an innovative, VR-based therapy approach for the treatment of phantom pain as part of the major PROMPT project funded by the German Federal Ministry of Education and Research.

In the future, botspot will concentrate on meeting the growing need of the global market for complete solutions, consisting of hardware and software, becoming increasingly involved in international cooperations – now directed from the new headquarters with a view over the Spree.

More info https://www.botspot.de

Contact:

Evgeny Stroh

Manager Marketing & PR | botspot AG

evgeny.stroh@botspot.de

Deutsche Telekom and VRdirect launch “Telekom VR-Tour”

The VRdirect virtual reality platform is now available to Deutsche Telekom’s business customers under the “Telekom VR-Tour” brand. Telekom VR-Tour” gives companies the opportunity to create their own virtual reality applications easily, quickly and without prior knowledge – for example, virtual tours through production lines, offices or exhibition grounds to address customers and other target groups even more directly, regardless of their location.


The ‘Telekom VR Tour’ application was developed using VRdirect’s virtual reality platform as a basis and is marketed to business customers by Deutsche Telekom as a sales partner. VRdirect’s technology can be used by telecommunications providers as a VR-as-a-service solution for customer-specific VR products. Providers such as Deutsche Telekom can thus offer innovative virtual reality products for their business customers without any major expenses. VRdirect offers their virtual reality platform as a VR-as-a-Service solution, which serves as a basis for both the web front end software in Deutsche Telekom’s corporate design for creating VR projects and the “Telekom VR Tour” app.

“Virtual Reality applications are becoming increasingly relevant for SME customers. As Deutsche Telekom, we want to offer customers a simple solution to create Virtual Reality projects with the “Telekom VR-Tour” offering as part of our MagentaBusiness WebServices portfolio,” said Patrick Schreiber, Senior Innovation Manager, Deutsche Telekom. “VRdirect provides the best VRaaS technology to enable our VR products and allows for flexible integration in our CI and CRM systems – which makes them the ideal partner for us.”

More info: http://www.vrdirect.com/press/virtual-reality-platform-vrdirect-now-available-as-telekom-vr-tour-for-deutsche-telekom-customers/

Contact:

Name: Rolf Illenberger

Email Address: rolf.illenberger@vrdirect.com

VR/AR Higher Education Guide UK: Download now!

Immersive technology is blowing up everywhere, and that includes Higher Education. As VR/AR transform the way we work, learn, shop, and even construct military strategies, Universities are fielding increased demand from employers and aspiring students to produce graduates with the skillsets to thrive in this nascent industry.

According to projections set out by the European Commission, market demands for qualified Technology specialists will see a shortfall of up to 750,000 professionals in 2025. With VR/AR being one sector with the highest market demand.

The result of this is a growing number of AR/VR courses being offered at the pre-university, undergraduate, and postgraduate level in the UK. From software development to digital art to imaging in engineering, this emerging technology is popping up in a wide range of disciplines.

At the VR/AR Association London Chapter, we have compiled a guide highlighting courses surrounding Immersive Technology currently being taught in some of the UK's finest higher education institutions. Download the report to learn more!

Virtualware awarded US$1M contract to create the next-gen VR training simulators for ADIF

The Spanish rail operator ADIF, a public-owned organization managing the national railway network in Spain, has chosen Virtualware to create their new generation of virtual reality (VR) training simulators railway infrastructure, construction, and maintenance operations.

Committed to innovation and improvement of its training processes, ADIF will invest close to one million euros in transforming its simulation modules utilizing virtual reality technology as the base to set its new workforce training program standards. Besides integrating VIROO®'s platform to explore the full capabilities of extended reality (XR) and VR in particular, a central element of the agreement is the construction of a 250m2 immersive room in Valencia (Spain) destined to become ADIF's state-of-the-art center to conduct and improve training processes in lifelike immersive multi-user environments.

Through the VIROO® platform, ADIF will have a robust infrastructure and set of tools to broadly control its training content, management and deployment while forging its ecosystem and innovation initiatives in XR.

"We are inspired by ADIF's trust in Virtualware and our platform to go beyond the railway training traditional models and define with our support innovative ways to prepare their workforce. VIROO® delivers enterprise-grade solutions to boost companies' XR journeys at any stage. In this case, we join ADIF in their efforts to scale and run simultaneously multiple training sessions effectively in VR from different places worldwide" affirms Unai Extremo, Virtualware CEO.

The VIROO® platform and its room component will equip ADIF to transform its current training program while reducing cost, risk, and time by improving learning processes and trainees' performance in 1:1 scale collaborative VR environments. The room itself will allow ADIF to connect its facility and collaborate with other external and owned VIROO® hubs in different locations worldwide, elevating their ongoing exploration of hybrid -onsite and remote- workspaces powered by VIROO®.

Immersive technologies future-proof how we connect, work, teach and learn. This contract marks the beginning of a new era, where ADIF and Virtualware join efforts to integrate XR technology as part of ADIF's value equation with a high emphasis on innovation.

More info http://www.virtualwareco.com/news/awarded-us1-million-contract-to-create-next-gen-vr-training-simulators-adif/

Contact:

Name: Aida Otaola

Email Address: aotaola@virtualwareco.com

Virtual Showroom to Enhance Customer Experience and Sales

The global pandemic and its aftermath have disrupted the way we live, work, and even shop. At a time when people fear stepping out from their homes, can we expect footfalls at physical showrooms? The answer would be no. But we need the shopping to happen at our convenience along with the regular market-related business running. What can be the solution? Why not provide the “real shopping experience” we are missing, at our place at our own time? Well, the answer would be ‘virtual showrooms’.

Virtual Showroom offers the look and feel of a brick-and-mortar showroom while creating an interactive and immersive experience for shoppers. It allows shoppers to explore and research each product at their own pace, from the comfort of their homes. Virtual showroom environment offers a wide range of options for product owners. It includes easy integration of products with video and brochures, product placement at catchy locations on podiums, and placement of ads/posters at desired spaces. Shopping hours becomes a thing of the past as Virtual Showrooms offer 24×7 shopping. With options for making multiple trials, real-time product modification, real-time product transformation, and real-time placement, virtual showroom extends one of its kind experiences for both shoppers and shop owners. Virtual Showrooms even put shop owners at an advantage; No big rent rates nor loan-driven showroom maintenance.

Well beyond the lucrativeness it provides, the million-dollar question would be what more does a Virtual showroom offer us? Let’s track that out.

The biggest feature that an ARVR virtual showroom could offer would be the feel of real showroom tagged along with a self-guided touring experience for customers. This feature reduces the role of a salesperson and allows the customer to walk along with each space and product and make their choice effective. Shopping hours would become an idea of the past as a Virtual showroom extends 24×7 shopping with wide options to make multiple trials too. Real-time product modification, transformation, and placement are possible, making virtual showroom of its kind experience. Wide options are available to product owners through a virtual showroom environment like placing video and brochures along with the product, placement of product at catchy locations in podiums, and attaching advertisements/posters at desired spaces.

At Advantage, Who Can Use It?

Virtual showrooms can be the best value addition in multiple business sectors. Furniture shops, high-valuation real estate ventures, recreational vehicle showrooms, heavy equipment manufacturing companies, and other product owners can make the best use of this. Extending the role of technology and best integrating it to real-life causes can make our life more comfortable.

We at Travancore Analytics, extend ARVR enabled solutions with immersive and interactive experiences seamlessly like Media broadcasting, Gaming Virtual showroom, Medical Imaging, and Learning solutions.

For live demo, visit https://www.travancoreanalytics.com/products/virtual-showroom

or email contactus@teamta.net

Didimo offers early access to a new generation of digital humans

 Porto, Portugal, 30 September 2021 - Didimo, Inc, the leading provider of automated solutions for the generation of high-fidelity digital humans announces early access to a suite of new capabilities, tools, and support for creating digital humans. This release includes a completely new generation pipeline capable of creating life-like digital humans at scale, high quality, and run time so that any business can now offer the opportunity to their customers to personalize and become involved in branded experiences. As businesses of all types, from retail to communications to entertainment, continue to drive more meaningful relationships with customers through personalization, digital humans are fast becoming an important tool to drive meaningful results.

The new platform supports robust new features, capabilities, and support for businesses, including:


New Animation, Geometry & Surfacing Capabilities

  • New joint-based animation & retargeting system, including joints for head and neck rotation

  • ARKit compatible

  • Oculus Lipsync compatible

  • AWS Polly compatible

  • Improved geometric shapes for better animatability


Increased anatomical correctness in eyes, mouth

  • Reduced number of meshes from 12 to 5

  • New maximum texture dimension options (512px, 1024px, 2048px)

  • New Unity URP Shaders

  • New hair library launching now and being updated through the Fall


New File Management Options

  • New default glTF file format supported in Unity and Unreal; continued support for FBX

  • New LOD_4 optimized for consumer hardware(9112 poly mesh, 4900k vertices at runtime, 6 draw calls)

  • Pin your application to a specific Didimo Pipeline version

  • New webhook to get notified when didimos are ready for download


New Support Tools

  • New Unity SDK

  • Upgraded Customer Portal

  • New API

  • New Oculus Showcase


According to Didimo CEO Verónica Orvalho, “Didimo digital humans - user-generated, high-quality, scalable, and ready at runtime - are a game-changer for businesses to better engage their customers with more personalized, authentic, and engaging experiences. From a simple selfie, your customers can now fully see themselves inside your applications. This new platform provides the most advanced abilities for user-generated avatars at scale and efficient pricing so that every business can leverage this technology. Innovative companies are gaining a first-mover advantage today by bringing this to their customers. Now is the time to be unlocking this potential in your business.”

Humans have always pushed the boundaries of communication and engagement. This continual evolution has brought us to the age of 3D computing experiences which will blur the boundaries between physical and digital worlds and unlock new opportunities for companies in education/training, entertainment, retail, design, customer support, and more areas.  “With the proliferation of real-time game engines and the 3D web powering new content experiences, technology has finally caught up with how human beings best see and interact with the real world. Now people can involve themselves directly, transforming how they communicate, work, learn and play. We are empowering people to be able to do more and to make the world more human”, says Jim Franzen, Director of Sales & Marketing at Didimo.

Early Access allows Didimo clients and developers to begin testing new features and building applications to leverage this increased quality and power in advance of the full release next month to make Didimo digital humans, didimos, an easy, seamless part of their customer’s experiences. Access to the new tools and support is available through the company’s website www.didimo.co and new developer portal developer.didimo.co

Please find images here



About Didimo Inc.
Didimo Inc is the leading creator of high-fidelity digital humans. With a patented, cloud-based technology platform, Didimo can generate high-fidelity, fully animatable, and customizable digital humans for use in any digital touchpoint or experience. Generation can happen from a photo, video, or scan and is completed in around 90 seconds, opening this breakthrough pipeline to provide an individual’s digital human--a didimo--at scale and at run time, to solve real-world challenges for all types of companies. Didimo’s mission is to bring the richness of human engagement to every digital interaction. Didimo has offices in Porto, London, and Vancouver.

More info www.didimo.co 


Salla Eckhardt of Microsoft becomes Co-Chair for our AEC Industry Committee

We are thrilled to announce Salla Eckhardt as co-chair for our AEC Industry Committee

Salla has built her career to establish herself as an industry pioneer, and an innovation leader focusing on emerging technology and digital transformation. With the digital building lifecycle framework, she is continuing to support building up people's skills and organizational wisdom to respond to the requirements of the next generation built environment industry.

It is an honor for me to be invited to become a co-chair of the VRARA Architecture/Construction committee, because extended reality is such a powerful platform for communication, learning, and educated decision making. The built environment industry is going thru a massive physical, digital, and social transformation – the boomer generation is retiring and the Gen Z is entering the job market as the built environment industry is expected to find better solutions for more sustainable future. Empowering the end-users digitally will foster a completely new type of collaboration, and XR is one of the cornerstones.
— Salla Eckhardt

Victorinox Mexican Collection in Web AR

Victorinox launched its Mexican Collection with 4 designs in two different knife models, that are made in collaboration with Mexican artisans. For the launch event, these iconic knives were created in Augmented Reality and showed the work of Talavera poblana, lacas de Olinalá, Alebrijes and Huichol art.
By scanning a QR code, attendees could view and position the 3D models in their space and live an immersive experience together with Victorinox. Read more

Penske Truck Leasing Chooses Design Interactive’s XRMentor™ to Train Technicians

Design Interactive (DI), an Orlando based firm, is proud to announce that Penske Truck Leasing has chosen their XRMentor™ software to train their technicians. XRMentor™ is an instructor-led and self-guided training platform enhanced by augmented reality enables Penske experts to live stream training to remote technicians at scale.

DI is proud to work an innovative firm like Penske Truck Leasing who has a history of investing in emerging technologies to benefit their associates and was quick to see the value in DI’s XRMentor™.

“Penske is proud to be at the forefront of industry innovation by offering this cutting-edge training to our associates,” stated Holly Gerke, Penske vice president of technical training and development. “The virtual nature of the program allows our technical trainers to reach a larger number of technicians in the field quicker and boost the consistency and scalability of technician training.”

While the planning and implementation of this program were in play prior to the COVID-19 pandemic, the pandemic’s arrival certainly accelerated the timetable. Penske, like other firms, were seeking solutions that enabled their expert trainers to continue to train remote technicians cost effectively while access to facilities was limited.

“The pandemic required firms to evaluate how they deliver training. Firms still want to provide live, hands on training, but it is more difficult to train in person now. So Penske used XRMentor™ to flip the script”, according to Matt Johnston, DI’s Director of Commercial Solutions. “They put the augmented reality headset on a single expert instructor and used it to livestream hands on training to remote technicians. It is a concept of one to many.”

Ernie Luzania is a Penske technical training manager based in Denver who has trained all the program participants to date.

“No one in the industry has used this technology the way we are using it in the service department today,” he explained. “The technicians really get the feeling that the training is tailored to them. Using this program, we can achieve a more consistent repair coast-to-coast.”

It is common for firms to assume they need to purchase a headset for each technician to achieve the consistency Penske sought. But such an approach requires significant capital. XRMentor™’s instructor led feature ClassroomXR™ however, lowers the barrier to entry and as such, has received significant interest.

“With ClassroomXR™ they purchase 1 headset and dedicate one expert, yet impact all technicians, of different experience levels in very short period of time” Johnston noted. “As the firm matures in their use of the technology, they can make further investments and as partners, we are with them every step of the way”.

XRMentor™’s feature set was designed so that firms could logically, and cost effectively mature their use of the technology for training. The features allow a firm to support the See One, Do One, Teach One method of training and include:

• ClassroomXR™: Instructor led training that allows a remote technician to see the trainer’s first-person view of the skills being taught.
• Self-Guided Procedures: Step by step instruction on the Microsoft HoloLens 2 or mobile device that lets a technician practice or even execute a repair.
• Remote Video Collaboration: One on one video sharing where a trainer can view trainee performance or an expert can help a technician troubleshoot in real time.

Since XRMentor™ is available phones and tablets, firms who have invested in mobile devices for technicians, or have a bring your own device policy, continue to benefit from this lower cost of entry.

“Once a firm sees success with ClassroomXR™ they begin to use the mobile app to distribute content”, Johnston explained. “There is no further hardware investment required to continue to get value from the other features of XRMentor™”.

DI has plans to continue to improve ClassroomXR™ and become hardware agnostic. But the expansion will be done with the input of customers, and a direct focus on their needs.

“We are in lockstep with customers like Penske. They are partners and their input is extremely important to our product roadmap” according to Teddy Bixby, Product Manager for XRmentor™ at DI. “Yes, we are selling software but we are building relationships that we hope continue for a long time. With emerging technology like AR, that is the best way to do it and we appreciate that Penske believes in this as well”.


Please click here if you are interested in learning more about XRMentor™.

How Semi-Immersive Technology, such as Desktop-AR, Has the Potential for Implementation in Classrooms Globally

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By Dr Sirisilp Kongsilp

It may not be obvious, but semi-immersive VR can become the next big education tool for classrooms anywhere in the world, including the home. It’s already been shown to have a positive effect in studies involving young students with attention-deficit/hyperactivity disorder as well as potentially improving their cognitive, problem-solving, and social abilities. Yes, immersive VR does have the same potential in similar areas, but the main difference—the reason why semi-immersive VR can become a bigger global tool than immersive VR—comes down to the basics of the technologies.

But first, let’s go over what semi-immersive VR is. You’ve probably seen it before, think of a flight simulator. This kind of technology acts as a window into a virtual world, usually using a computer monitor but sometimes a projector, and the user interaction is done via the keyboard and/or mouse. The users interface in a partial virtual environment, with the feeling of being in a different reality, but are still aware of their physical surroundings.

You can probably guess where the argument is heading. Most schools and homes already have the standard equipment for such technologies, like a computer monitor, keyboard, and mouse. And since the teachers, parents, and students are already familiar with how to use that equipment, they’ll already know how to use the mouse or keyboard to navigate and interact in this kind of virtual environment. Speaking of navigation, there is no need for large, open physical spaces to “walk” around the virtual space either. On the technical side of things, semi-immersive VR tends to have little to no chance of lag (also called latency) as compared to immersive VR since the tech doesn’t heavily depend on low latency requirements to provide a believable simulation.

Beyond the benefits of semi-immersive VR’s generally easy implementation, these tools can also account for students’ preferences and learning styles. Some students may be overwhelmed by the new controls they need to learn in order to navigate and interact with the fully immersive virtual environment. They can also spend too much time focusing on learning the controls and therefore lose time for the actual lesson. Not to mention that the novelty of a fully immersive VR experience can be a distraction from the entire lesson.

There have been studies of its use in various contexts. In one 2017 study of university engineering students, the semi-immersive system created for the experiment improved the students’ mental rotation skill. While a 2020 study of preschool children showed that the semi-immersive projection set up improved their ability to strategize and cooperate with other children.

As an example of a more “real world” use, Perception Code’s Desktop AR technology (which, despite the name, is a form of semi-immersive VR) uses and anaglyph glasses (those cheap red-blue glasses) to , you can view and interact with holograms of NASA’s Mars rover projected from your computer’s screen, for instance a hologram of NASA’s Mars Curiosity rover.

In the end, using such VR technologies, semi-immersive or otherwise, ultimately comes down to how well it’s made and how well it’s implemented. The studies mentioned earlier about semi-immersive VR tech helping children with learning disorders and improving their base abilities were only possible because the apps were specifically designed to help in those ways. Semi-immersive VR technology can become a global tool only if app developers can design engaging and thoughtful educational VR apps and teachers can implement them in ways that allow for focused problem-solving and discovery.

For more information on how to create your own Desktop AR apps, contact Perception Codes at Partners@Perception.Codes. You can also visit their website for more information.

***

References:
* Alqahtani, Asmaa Saeed, et al. “Semi-Immersive Virtual Reality for Improving the Mental Rotation Skill for Engineering Students: An Experimental Study.” Computer Engineering & Information Technology, vol. 06, no. 04, 2017. DOI.org (Crossref), https://doi.org/10.4172/2324-9307.1000180.
* Lorusso, Maria, et al. “Giok the Alien: An AR-Based Integrated System for the Empowerment of Problem-Solving, Pragmatic, and Social Skills in Pre-School Children.” Sensors, vol. 18, no. 7, July 2018, p. 2368. DOI.org (Crossref), https://doi.org/10.3390/s18072368.
* Lorusso, Maria Luisa, et al. “Semi-Immersive Virtual Reality as a Tool to Improve Cognitive and Social Abilities in Preschool Children.” Applied Sciences, vol. 10, no. 8, Apr. 2020, p. 2948. DOI.org (Crossref), https://doi.org/10.3390/app10082948.
* Mahmoud, Khadija, et al. “Does Immersive VR Increase Learning Gain When Compared to a Non-Immersive VR Learning Experience?” Learning and Collaboration Technologies. Human and Technology Ecosystems, edited by Panayiotis Zaphiris and Andri Ioannou, vol. 12206, Springer International Publishing, 2020, pp. 480–98. DOI.org (Crossref), https://doi.org/10.1007/978-3-030-50506-6_33.
* Shema-Shiratzky, Shirley, et al. “Virtual Reality Training to Enhance Behavior and Cognitive Function among Children with Attention-Deficit/Hyperactivity Disorder: Brief Report.” Developmental Neurorehabilitation, vol. 22, no. 6, Aug. 2019, pp. 431–36. DOI.org (Crossref), https://doi.org/10.1080/17518423.2018.1476602.
* Yuen, Steve Chi-Yin, et al. “Augmented Reality and Education: Applications and Potentials.” Reshaping Learning, edited by Ronghuai Huang et al., Springer Berlin Heidelberg, 2013, pp. 385–414. DOI.org (Crossref), https://doi.org/10.1007/978-3-642-32301-0_17.

Augmented Reality in Live Entertainment. Case studies: Madame Tussauds’, in Singapore, a Bollywood Pavilion and Atal Smriti Udyaan, in Mumbai

By Saurabh Sameer, Director - Strategy | New Business, Custom Technologies

As the world starts slowly returning to in-person activities, which had all but been replaced by virtual activities over the course of the COVID-19 pandemic, it is worth reflecting, for a moment, on the role Augmented Reality has increasingly played during this time.

But it would be a mistake to relegate the power of AR in Live Entertainment to the remote, virtual space.

The true power of AR is in creating spectacle in an in-person environment, with live, on-site, in-person amazement that harnesses the power of Augmented Reality.

Two examples from our work serve to illustrate this potential.

Madame Tussauds’, in Singapore, a Bollywood Pavilion

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At Madame Tussauds’, in Singapore, a Bollywood Pavilion invites visitors to shake a leg to their favourite Bollywood number.  They stand in front of a Digital Mirror and select a song.  But as the song plays, they see themselves in the Digital Mirror, but there they find themselves performing in a Bollywood stage show, complete with dazzling lights and professional backup dancers.  The illusion of being transported to momentary virtual stardom is an immensely enjoyable one.

Atal Smriti Udyaan, in Mumbai

Building on this idea, we extended its potential with the Atal Smriti Udyaan, in Mumbai, which is a memorial and a museum, dedicated to the life of the Late Prime Minister of India, Shri Atal Bihari Vajpayee.  Apart from a gallery of interactive educational installations, two attractions hold place of pride at this venue. One is a holographic projection of the man himself, addressing his beloved citizens from a stage. But the other is an interactive, immersive experience that makes visitors feel like they have personally come into contact with their departed leader.

In a quiz game show format, four visitors get to compete in a quiz on the life of Shri Vajpayee, based entirely on information available in the educational gallery.  But as they take their seats, and watch themselves on the Screen / Digital Mirror in front of them, they are joined by a surprise guest.  In the digital reflection, they see the middle seat occupied by a Digital Reconstruction of Shri Vajpayee himself.  As questions are asked, he celebrates the correct answers, and sympathises with those who got something wrong.  And for each question, adds a bit of trivia, an anecdote from his life – a story less known. 

The power of this illusion was illustrated best by the very first group of specially invited VIP guests to try out the attraction.  A distinguished lady, seated at her podium, was startled when the display revealed Shri Vajpayee sitting right next to her, and by instinct, she felt she was sitting too close to be properly respectful to such an illustrious leader and swiftly moved her chair a little further – then burst out laughing as she realised the absurdity of fearing affront to a digital reconstruction.

The power of the mind to turn illusion to reality is immense indeed. And nothing captures it quite like Augmented Reality does.

From our Global Summit: How Will Telcoms Build 5G for the XR Market?

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By DEMOND CURETON

Four senior executives from global telcoms held talks on the future of the XR industry and 5G


Edge computing has become a key component of the extended reality (XR) market in recent years as companies plan to optimise private and public 5G networks to accommodate the emerging technology.

Edge computing allows networks to incorporate more processing closer to the networks to offload strain on devices, providing greater accessibility for 3D visualisations and greater bandwidth on 5G networks.

Philip Wogart, Executive Director DACH at VRARA, hosted a key panel discussion on Thursday detailing use cases in virtual, augmented, and mixed reality for future 5G networks.

Leslie Shannon, Head of Ecosystem and Trend Scouting at NokiaIngmārs Pūķis, Vice-President, Member of the Management Board at Latvijas Mobilais Telefons SIA (LMT)Cinzia Campanella, Education, Entertainment, Retail & Media Product Owner at Vodafone Business, and Terry Schussler, Senior Director, Spatial Computing at Deutsche Telekom held the discussion talks on the future of cloud and edge computing for 5G networks.

Private 5G First Step to Design Global VR Networks

Speaking on the development of private 5G networks, Shannon explained how they were used for specific use cases and functions at company sites.

Private 5G offered better security and lower latency compared to public 5G networks, allowed greater coordination of devices such as robots, and provided “unhackability” for such infrastructure, she said.

Shannon explained why VR/AR use cases were increasingly a starting point for 5G use cases, stating,

“If you have an enterprise, you have this known footprint – a very small area enabled with 5G – and a small set of use cases. That’s why it’s easy for companies such as [Nokia] and other operators to begin with enterprises”

End users still faced “clunky” VR/AR head-mounted display hardware, which was the equivalent to massive mobile phones in the early 1990s, she explained.

Current trends in enterprise-grade 5G VR/AR setups involved private networks with “specifically-built” headsets, she said, adding,

“This is going to be the foundation that ultimately morphs into a larger, consumer 5G [network] covering an entire country, with use cases and headset devices that are acceptable to the general public”

5G Industry Verticals: Military and Medical

Ingmārs Pūķis added his company worked with the military as one of its market verticals via a partnership with the Latvian Armed Forces to provide medical training with content from startups.

Firms such as Lightspace, a Marupe-based Latvian AR startup, also assisted in the project.

5G would allow such training solutions to roll out quickly across regions, he explained, adding additional edge computing facilitated different remote teams to participate in exercises with a single instructor.

He explained further, stating,

“Training is one of the obvious [places] where this will go as sectors such as the military become more complex. The number of people available to train is always scarce, motivating firms to bring [modules] as closely, quickly, and cheaply [to] customers as possible”

5G VR Gaming for Consumers

At the consumer level, Campanella explained one of Vodafone’s distributed cloud gaming solution developed in Italy. The company gave access to customers for both 5G and 4G networks to reduce latency and increase bandwidth across both network tiers.

Vodafone Italy also aimed to integrate landlines into gameplay, and the firm launched its GameNow cloud game streaming platform to boost graphical detail without requiring higher VR processing power.

The company also plans to expand 5G coverage across the country, and the Italian government aimed to reduce the digital divide across citizens at remote locations, she added, stating,

“It could be an alternative to broadband in locations where landlines are more difficult to instal, and instead, [users] can receive the same benefits as broadband without the same complications”

Striking a Balance: Edge Computing and 5G

Mr Schussler explained how, following the merger between T-Mobile and Sprint, the former acquired more bands for distributing telecom networks to reach rural customers.

He added other operators had focused on millimetre-wave (mmWave) technologies, which restricted coverage and would take time before providing consistent coverage.

Operators had to design networks for “real-world” use cases, he explained, adding,

“The network coverage may vary as a user is in a car at 65mph on the freeway, and they’re switching between different towers, coverage, and demand on the radios at that moment. We’ve been working with companies like Ericsson, Nokia, and others to create changes in the way applications operate to ‘rate adaptation’ to accommodate between these variances between bands users may be on as well as network conditions to create a smoother, more consistent experiences”

The ‘key’ to achieving such standards was to instruct networks to communicate with applications to optimise bandwidth usage and latency, he concluded.

Further efforts from XR firms, including US tech giants Qualcomm and Nvidia, aimed to improve adaptive rates for cloud and edge computing, Shannon explained.

The Nokia exec explained how both firms were leading efforts to boost computing technologies for cloud gaming, VR/AR, and drone control for end users, adding Qualcomm and Nvidia hoped to focus on “taking the processing off the end device [and] moving it into the network.”

5G was the “necessary link” between the minimum processing needed to reduce strain on end-user devices and executing most functionality in the network. Telcoms were tasked with determining which processes should occur in the cloud as well as the device to balance optimal performance, she concluded.

The discussions were hosted at the ongoing VR/AR Association (VRARA) Global Summit: Europe Edition, which is taking place from September 29th to October 1st.

Hopin is hosting the online event for over 300 of the world’s top XR firms, including Pico Interactive, Unity, Samsung, Lenovo, Facebook, HTC VIVE, Nextech AR, HP, and many others.

At our Global Summit, the Oculus co-founder said in a keynote Facebook's Ray-Ban smart glasses offered positive results for AR

McCauley: Facebook, Ray-Ban AR a Long-Term Win

By RORY GREENER

Jack McCauley, former Oculus Co-Founder and Engineer, held a keynote speech on his time at the California-based company, where he paved the foundations for the 2014 Facebook acquisition.

During his speech, McCauley explained Facebook’s recent partnership with Rayban to produce a pair of augmented reality (AR) smartglasses, stating:

“It’s a beginning for them […] The Rayban Glasses, that’s a great idea. That has legs, the team at Seattle, with their vast experience, will be able to make that work”

Facebook released the smartglasses in early September, marking a debut in the AR sector along with virtual reality (VR) launches with the Oculus Quest 2.

McCauley added in the future, the partnership will prove beneficial as AR technology emerges, concluding,

“The AR experience with the Rayban glasses is a win for them, not in the short term, but in the long term”

Building a Foundation for Facebook

Jack McCauley segued into discussing his earlier work at Oculus and how he became involved with the firm’s industry-changing VR technologies.

Previously, McCauley gained experience with GlobalVR, a disbanded distributor of arcade VR experiences. He described the experience as “primitive”, but added he gained valuable early insights into the prospects of VR before joining Oculus founders Brandan Iribe and Lucky Palmer.

“I put it [the Oculus headset] on, took a look at it, and was blown away. Being a software engineer and working at Guitar Hero, which sold 64 million pieces, I didn’t see the legs in it at all. I said, ‘It’s probably expensive, there’s no content at all, apart from a demo and that’s an uphill battle'”

McCauley was initially sceptical, but ultimately impressed by Iribe, whose business accruement became a convincing factor in McCauley’s involvement.

“My confidence was in him [Brendan Iribe], and I liked [Lucky] Palmer, I felt fatherly towards Palmer [as] I was lot older. So I just liked the people, and if I like the people, I’ll go work there”

McCauley initially worked with Oculus as a software developer for the first Oculus development kit, which launched on Kickstarter in 2012, raising $2.4 million from over 9,000 backers.

The Oculus team then trialled the development kit version with Mark Zuckerberg, launching the foundation for the monumental $2 billion USD acquisition.