Cindy Mallory appointed as Co-Chair for VRARA Enterprise Committee

We are thrilled to have Cindy Mallory help with our Enterprise Committee.

The VRARA is happy to announce that Cindy Mallory is joining the VRARA Enterprise Committee as Co-Chair.  

Cindy is an eclectic technologist that focuses on the frontier technologies forming the metaverse. Cindy champions data-driven design and accessibility for blockchain and XR. She has shipped video games and virtual reality, given her voice to an AI mecha, and currently strategizes on enterprise and real estate deep tech projects while serving as the NY Chapter President for the VR/AR Association and on the SXSW Pitch Advisory Board.

As an avid participant in the committee meetings, forums, and events, Cindy hopes to bring together experts and enthusiasts to discuss best practices, the evolution of work, adoption trends, accessibility, security, onboarding, and much more in the upcoming months.

Recap of our VRARA Enterprise Forum 2022 by the Media (ARPost)

The VR/AR Association Enterprise Forum 2022: What to Make of the Metaverse

XR solution providers and enterprises using (or exploring) XR met virtually yesterday, July 21, for the VR/AR Association Enterprise Forum 2022. The six-hour marathon event covered a number of important topics, and not all sessions could be covered in this article.

One important question: Is there an enterprise metaverse and should anyone care?

The M Word

Mark Gröb, VR/AR Association Enterprise Committee Co-Chair and Head of Immersive Tech Center at UPS, started off the event with some observations from working with enterprises and XR solution providers. These observations hinted at both growth and challenge in the rapidly maturing market.

“Generally, in enterprise, no one is really exploring anymore. It’s not about [minimum viable products] and [proofs-of-concept], it’s more about well-thought-out solutions,” said Gröb. “Enterprise is starting to expect XR to meet all of the requirements of standard technologies.”
“Everyone in enterprise is basically rolling their eyes at the M word,” said Gröb. “The understanding is that the M word is not applicable to enterprise.”

The extent to which the metaverse is applicable to enterprise was a topic of discussion in “Leap into the Industrial Metaverse” by Percy Stocker of TeamViewer. Stoker expressed acceptance generally, but with caveats in some enterprise applications.

“The question is, if you’re a business… is this for me? What are my touchpoints in the metaverse?” said Stocker. “About 80 percent of the world’s workforce are deskless workers and the question is do we want to leave them out of this? Of course we don’t.”

Transitional Technology

Stocker then posed that while most conversations about the metaverse involve complete virtual environments and VR, augmented reality plays a role too. Further, while enterprise-ready AR and MR headsets are out there, more widely available connected devices are also important.

“The good thing is that it doesn’t matter where you start, you can scale from there,” said Stocker. “We see phones and tablets as a transitional technology. Of course, companies have lots of those, they’ve already invested a lot in that technology.”

The hardware can be transitional, but so can the software. This was a recurring point for Mark Wenzowski of Virtalis in his talk, “Why the Future of Industrial Learning Is Immersive.”

“You don’t have to build something big with all of the bells and whistles right out of the gate,” said Wenzowski. “Build something small and utilize it.”

The Challenges of Scaling

Scaling from tablets and smartphones would be a theme through a number of talks at the event. It was directly tackled by Chris Verret in his talk “From Warfighter to Workforce – Modernizing Critical Training with VR.” Verret is the President and co-founder of HTX Labs, an immersive education and training company.

“Many customers in the private sector have problems taking concepts and proofs-of-principle in XR and actually scaling them,” said Verret. “A lot of times, you have to trade immersiveness for scalability. We’ve seen that time and again in defense and in commercial enterprise.”

The problem of scale featured in many sessions but was the primary focus for Luke Wilson in his talk “Scaling to Thousands of Devices.” Wilson is the CEO and founder of ManageXR, a mobile device management (MDM) company dedicated to VR headsets. While AR can be used on phones and tablets, robust VR requires its own headsets.

“Whether or not VR can be adopted is a question of whether or not VR can be scaled,” said Wilson. “The challenges of scale are preventing the adoption of this technology.”

Just like some companies try to explore XR using existing devices, some companies try to use familiar MDMs, which typically don’t optimize for headsets. This was the focus of “Why Legacy MDMs Are Failing Companies Today in XR” by Brad Scoggin, founder and CEO of XR MDM company ArborXR.

“An XR-specific MDM is absolutely a must if you’re dealing with ten or more headsets,” said Scoggin. Scoggin also pointed out that using the wrong MDM on an early XR project can have long-term consequences in a company, saying, “VR is like a lot of things in life – you only get one chance at a first impression.”

Community and the Metaverse

Some companies don’t adopt or scale XR because of a bad first impression or because they don’t understand it or how it benefits their business. Others don’t because they just never will. At least, that was the stance of Oregon Reality Lab Director Dr. Donna Davis in her talk “My Work Avatar: Harnessing the Power of the Metaverse for Marketing and Communication.”

“Right now, we’re in the moment on the adoption curve where there’s a lot of mistrust,” said Davis. “There are people that will never embrace it, and that’s okay. We don’t need them. Let those people go.”

Davis is one of those people that believes that the metaverse is relevant to enterprise, but only those who recognize the opportunity. According to Davis, it’s not about engaging with the tech, it’s about engaging with the people.

“At the end of the day, community is what we can do with the metaverse,” said Davis. “How do we build community? That’s where the magic happens with marketing and communications.”

Community in the metaverse was also a topic for Liquid Avatar Technologies CEO David Lucatch in his talk “Bringing Enterprises, Non-Profits, and Cause Marketing Together in the Metaverse.” Lucatch touched on the idea that we will have avatars, but so will embodied AIs that will be employed by companies but also – potentially – by bad actors.

“Our avatars will be our interactive mediums, so it will be very important to understand that that avatar is being managed by a real person,” said Lucatch.

Panels Round Off the Day

The day ended with two panel discussions. These tied together a lot of the strands from the day’s sessions.

XR as an Enterprise Onramp to the Metaverse

The final event of the day circled back to the first discussion: Is there a place for the metaverse in enterprise? This panel discussion suggests that it may be early, but this seems to be the direction in which things are headed.

“Right now, every company has a dedicated web team, and I see a world where that translates into XR,” said NYU’s Immersive Tech Developer Andrew Strapp. “Right now, content is king – and content is everything in VR.”

The panel also discussed what happens when companies take the onramp to the metaverse – but they’re used to driving county roads. Starting off with phones and tablets can help but it can also be a hindrance, according to ATS emerging technology strategist Cindy Mallory.

“One of the hurdles that you have in introducing people to VR, especially in enterprise, is that people are so used to these pinch, swipe, tap interfaces,” said Mallory.

Enterprise Adoption of XR

In the end, a lot of the questions that plague XR generally are naturally also a problem for XR in enterprise. These systemic things need to be addressed, including accessibility, security, and the difficulty of producing content.

“We need to make it easier for developers, but also for the end users to consume content,” said Blippar CEO Faisal Galaria. “This interoperability issue needs to be solved.”

For a day dedicated to discussing technology, technology needs to take a back seat in order for larger things to happen. That was the idea presented by Dev Khoslaa of XCOM Labs.

“In order to drive ubiquity, it’s going to be important to drive scale to unlock seamless mobility,” said Khoslaa. “We need to take technology impediments out of the equation.”

Of course, the answer might really be more technology. Or at least, different technology. The solution to the problems of XR might lie in other emerging technologies. That was the position of 21iQLabs CEO Vivek Chhabra.

“The key to solving this is to marry WebXR to Web3 technologies,” said Chhabra. “Web3 consolidates these technologies to bring it toward a metaverse phenomenon.”

For all of the technology that is thrown at the problem, there will still be human questions that need human answers. Like, who “owns” a shared experience.

“There’s really no law that gives us a clear answer on that,” said Lyn Dee, founder of Four.

“And we don’t own that, we just wield it,” added Jessica Cobb.

Worth Paying Attention

If you are in enterprise (and missed the summit), hopefully this was a thrilling article. If you aren’t in enterprise and read along until the end, chances are that you understand the importance of things like “onramps to the metaverse.” Tech often makes its way through enterprise to the rest of us – even when the rest of us set the social stage for it in advance.

Source

Highlights from our VRARA Enterprise Forum 2022: We had 1370 attendees from 70 countries

Thank you everyone who participated in our annual VRARA Enterprise Forum! We had over 1370 attendees from 70 countries, and 50 speakers from around the world. We presented disruptive ideas and ground-breaking insights about Metaverse for the enterprise, digital twins, and digital transformation using immersive tech! Plus, many meaningful connections were build during our famous networking!

Here are the top highlights:

Speaker lineup included;

  • Paul Jacobs, CEO and Chairman, XCOM - Extending Reality (Keynote)

  • Brad Scoggin, Co-Founder & CEO, ArborXR - Why legacy MDMs are failing companies today in XR

  • Vi Kellersohn CMO, Oberon Technologies - Identifying the ROI of VR Training for Your Business (Exelon, Schlumberger)

  • Hans Elstner, CEO, rooom - Unleash the power of the metaverse

  • Rolf Illenberger, CEO, VRdirect - How Enterprises can master the fragmented Metaverse ecosystems (Siemens, Nestle and Bayer)

  • Matias Koski, Immersal (Hexagon) - How can Augmented Reality be used in industry solutions?

  • Guido Helmerhorst, Co-founder & CGO, Warp VR - Training through 360VR stories results in mastery (Shell, ASML, Dutch Railroads, Erste Bank)

  • Liang Guan GM, Rokid - Rokid AR Total Solution for Enterprise

  • Donna Davis, PhD Director, Oregon Reality (OR) Lab, University of Oregon - My Work Avatar: Harnessing the Power of the Metaverse for Marketing and Communication

  • Casey Sapp, CEO, Blue Ring Imaging - Enhanced ROV Performance Using Mixed Reality HUDs (multiple U.S. Dept of Defense contracts and commercial clients)

  • John Lin, Founder & CEO, Xvisio Technology - Introductions to SeerLens One AR Glasses, Transforming Immersive Experiences for Work and Life

  • Chris Verret, President, HTX Labs - From Warfighter to Workforce - Modernizing Critical Training with VR (US Air Force)

  • Clint Kling, South Dakota School of Mines and Technology - VR: The New Age Training (CAT projects)

  • Panel: (1) Nina Hoch Founder, Recalibrate XR (2) Faisal Galaria, CEO, Blippar (3) Lyn Dee, Founder, Four (4) Jessica Cobb, Founder, Mission Control Lab - Enterprise Adoption of XR: Trends and Challenges

  • Abdul Rehman, ICESCO - Businesses in ICESCO member 54 countries and the MENA region are becoming increasingly interested in learning how to make the metaverse

  • Panel: Cindy MalloryEmerging Tech Strategist, ATS - XR as an Enterprise Onramp to the Metaverse

SenseGlove has released a free Enterprise Guide to Haptics helping XR companies add a sense of touch to their XR solution and feel the virtual like it’s real.

The free guide “XR haptics Checklist” includes Explicit infographics with a 10 step plan to build a haptics scenario, market insights and a list of haptic gloves available in 2022 with their features and price.

DELFT, THE NETHERLANDS – July 18, 2022 — SenseGlove a leading developer of force feedback gloves for VR, today unveiled their free ebook explaining the steps to add a sense of touch and tactile interaction to XR solution in order to make it more realistic. The ebook is aimed at enterprise companies willing to unlock the full potential of VR: allow the users to feel objects with their own hands and interact with them more naturally.

Unlike controllers, haptic force-feedback gloves allow you to hold, push, touch, connect and squeeze the virtual like it is real. Furthermore, the users can feel the size, density and resistance of virtual objects. Enterprise companies working with SenseGlove have found the interaction with haptic gloves way more realistic versus controllers: companies like Volkswagen, Airbus, European Space Agency and many more noted that traditional VR training allowed them to protect the training equipment from being damaged, however it did not allow trainees to interact naturally. The need to continuously keep the controllers in the user’s hands meant trainees were unable to grab things, let them go again or feel the details of different sizes in their hands.

“One hundred percent of the trainees who completed the T6 vehicle assembly training found it more realistic to work with SenseGlove Nova versus the controller, simply because they could do more, like grabbing things. It just feels more realistic,” says Marcos Antelo Barrio, Trainer at Volkswagen. “Using regular controllers in VR is an artificial way of interaction, nobody ever pushes the button with their fist. Usually you push a button with your finger. Grabbing things, moving things needs to be as natural as possible.” – says Captain Ewoud, Staff Officer Research and Development for the Royal Netherlands Army Simulation Centre.

The haptics market is expected to grow by $15.84 billion between 2021 and 2025 according to a 2021 analysis by Technavio. While haptics technology is a rapidly growing market, there is still not much practical and easy to use information on implementation of haptics for XR. “We believe this guide will help project managers and other XR professionals to build an efficient haptics scenario, maximise the value of their XR solution and avoid the most common mistakes”, - says Gijs den Butter, SenseGlove Co-Founder and CPO.

The ebook guide is available for download at https://www.senseglove.com/ebook-xr-haptics-checklist/ SenseGlove launched its inaugural haptic feedback glove, the DK1 in 2018, and the second iteration, the SenseGlove Nova at CES 2021. SenseGlove products have since been purchased and applied by more than 300 corporations and institutions, including Volkswagen, the European Space Agency, the Royal Dutch Army, Airbus, Scania, Procter & Gamble, Siemens, Cambridge University and Fraunhofer.

Orlando Economic Partnership, Unity partner to create first regional 'digital twin'

Post originally appearing on wesh.com. Click here for video.

ORLANDO, Fla. —Orlando is about to make a name for itself on the world stage with the unveiling of new innovative, immersive, 3D and holographic technology.

It's called a "digital twin" and developers said it will change the way the city does business.

"This is taking the very physical world that we all live in, and digitizing it and putting it into a virtual world," said Tim Giuliani, president and CEO of the Orlando Economic Partnership.

The partnership has been working on the project for years, eventually teaming up with software developer Unity to bring the vision to life.

Orlando's digital twin is being installed at the new Orlando Economic Partnership headquarters in downtown Orlando.

"Not only is it going to be a 180-degree LED wall but in the middle will be a holographic image,” Giuliani said.

The digital twin will map out 800 square miles of Orange, Seminole and Osceola counties with 40 square miles of highly detailed representations down to approximately 15-centimeter resolution, allowing users to zoom in far enough to see the traffic lines on the roads.

"This will be the first-in-the-world digital twin at this scale with this granular detail and resolution, and then all the data sources that we put into it. So it truly is going to be unique," Giuliani said.

The goal is to give an unbelievably real look at the area with data updating in real time.

The software was all built in the City Beautiful.

John Cunningham, head of government aerospace with Unity Technologies expects this project to set the example of what digital twins can do for the rest of the world.

"I thought this would be a really interesting project for us to get involved with,” Cunningham said. “To showcase our technology, how it can be used outside of gaming in real-world applications.”

If you're wondering what those real-world applications are, Giuliani said the possibilities are endless.

In phase one, it will help the Orlando Economic Partnership market Orlando to companies looking to relocate.

"Imagine, you're charged with the responsibility of an expansion of a company, and you bring a group of executives and you're touring three to five cities. That's the normal process. You arrive in Orlando, you've got 24 hours to understand the market, the opportunity, make connections and decide if this is a city that's going to win that sort of competition,” Giuliani said.

He said the digital twin will eliminate time-consuming site visits and provide data on transportation, utilities and even the talent pool of workers in the area.

The Orlando Economic Partnership can bring Orlando's digital twin on the road. Virtual reality headsets can show executives what it would be like to live and work here without ever leaving their office.

“It changes the conversation. You go from all these PowerPoint slides explaining all the data to standing around looking at a virtual representation of the city,” Giuliani said. “And it's just gonna be a wow factor.”

The digital twin can also help utility companies plan for expansion or map out new transit routes.

Giuliani said it could be a vital tool in connecting central Floridians to more job opportunities.

"You can use the digital twin for scenario planning. We're concerned that people aren't connected via transit. And so they're connected to fewer and fewer opportunities and jobs. And companies are looking for people, every company is looking for people,” Giuliani said.

“And we could give them more people to find in our community if we had transit connections. So scenario planning on how you connect the most people to job centers is something we're looking forward to using this technology for,” Giuliani said.

It could even help central Florida leaders prepare for disasters and the potential impacts of climate change.

But to reach its full potential, the twin needs more data, and that's all part of phase two.

"So the idea of the digital twin is that you're combining lots of different data from different organizations,” Cunningham said. “And to be able to create a platform that companies can put their data into kind of makes it more collaborative. Rather than just one company owning all the data and then giving other people access to it. Our vision of this digital twin is that it really is going to involve organizations around the central Florida area to contribute to the digital twin.”

"The more data we get into this digital twin, the richer it becomes, the more usable it becomes. And then it increases in value, as all of these other partners begin to put in their information," Giuliani said.

The Orlando Economic Partnership has already invested $1 million into this project.

Giuliani said they would require monetary investments from companies and organizations looking to add their data to the digital twin moving forward.

While this type of technology has been around for years, Cunningham said Orlando's digital twin is on track to the best in the world.

"Digital twins have been around for many, many years–20 years or so. Most of the time, digital twins have been used for manufacturing facilities or designing buildings or aircrafts and things like that. What's unique about this project is that we're doing it for a geographical region,” Cunningham said.

The fact that Orlando is at the forefront of this kind of technology might come as a surprise but it shouldn't. It's why Cunningham says Unity opened an office in Orlando two years ago.

"The growth of the real-time use of real-time 3D tools, things like games and tools that we use to build the metaverse. A lot of that comes out of Orlando. A lot of people don't know that Orlando is the hub of modeling and simulation. Globally, more than $6 billion are spent here by the U.S. Department of Defense alone. So, this really is an important ecosystem for the development of these types of applications,” Cunningham said.

Orlando's digital twin is part of the metaverse. It will essentially be "living,” constantly updating and growing.

Cunningham says eventually you might be able to access the digital twin.

"In one of the future phases, people will be able to wear either augmented reality glasses or use their phones and go around different areas in central Florida and be able to pull up information in real time and on those devices,” Cunningham said.

To watch a tour of the pre-installation of the Orlando digital twin, view it here.

Nextech AR Becomes 3D Model Supplier For Prime Marketplace @Nextech_AR

Nextech AR Solutions Corp. (“Nextech” or the “Company”) (OTCQB: NEXCF) (CSE: NTAR) (FSE: N29), a Metaverse Company and leading provider of augmented reality (“AR”) experience technologies and services is pleased to announce that the Company is now a 3D model supplier for the world’s largest Prime eCommerce marketplace. In addition to this significant achievement, in the past 45 days, the Company has signed 17 new 3D modelling deals, continuing its rapid expansion and growth into Web 3.0 and creation of digital twins for eCommerce.

Nextech AR CEO Evan Gappelberg commented, “A rapidly rising number of companies within the eCommerce ecosystem are recognizing the game-changing ROI and customer satisfaction experienced by implementing 3D/AR models on their eCommerce websites. We are currently working directly with some of the world’s largest eCommerce retailers and are integrated with the largest eCommerce marketplaces including, Shopify, BigCommerce and WooCommerce, who are now all rolling out 3D/AR and setting the standard for Web 3.0 in eCommerce. In my opinion, it is evident that it won't be long before all eCommerce businesses must follow suit to stay competitive in the marketplace.”

He continued, “We firmly believe that the transition from flat 2D photos to 3D models is in full swing and that 3D models are currently being established as the standard in eCommerce throughout the globe. Companies who don’t adopt a 3D/AR eCommerce strategy will be left behind, as 3D/AR produces immersive shopping experiences that customers are beginning to expect. With our end-to-end solutions, white glove service and ability to scale production, Nextech AR is emerging as the digital twin ecommerce leader”

According to Shopify, 3D augmented reality product models have proven to generate a 94% increase in conversions and a 40% reduction in returns online. On some product pages, 3D/AR models have increased conversion rates by up to 250%.

Charisma powers accessible VR experience

The trailer for the "Accessible Lives" VR experience

We're thrilled to announce that the Charisma-powered, accessible VR experience, "Accessible Lives", will be touring the UK this summer with StoryTrails.

“Accessible Lives” explores 100 years of tech for people with disabilities, and tells the real stories of some of its users. Users meet interactive avatars, examine 3D models of devices, and explore archive footage of assistive innovations through the decades.

With funding from StoryFutures Academy, and using BBC and British Film Institute (BFI) archive footage, Charisma worked with our creative designer Simon Daw and our academic adviser Dr Anica Zeyen to pioneer multiple levels of accessibility in VR. Our experience is available captioned and audio described. It's a seated experience that can be navigated using either the left or right hand.

Try it out at a StoryTrails location this summer! See the StoryTrails website for more information on dates and venues: https://story-trails.com/about/vr-experiences/

An image from the experience showing the user interface design.

An image from the experience showing 3D models of some assistive devices.

The Learning Leader’s Guide to Embracing the Metaverse

Article co-authored by VRARA member Christine Janssen, Ph.D. originally appearing in Training Mag.

The work-in-the-Metaverse future requires not only a huge culture shift but an attitudinal one too.

Talk of the Metaverse reshaping the world of work has many already reimagining the future workplace. Everything from onboarding, training/skills development, collaboration, artificial intelligence (AI) emergence and new work roles is on the horizon. HR.com recently polled 530 HR professionals, and a full 64 percent predict that a portion of their employees will be doing work in the Metaverse by 2025.

While we hear all about the fantastic ways the Metaverse will transform the way we work, it comes down to the people who will be working there who have to feel comfortable and motivated. The work-in-the-Metaverse future requires a vast culture shift and an attitudinal one as organizations adapt to the end of training, learning, and collaborating.

As learning leaders, when it comes to Virtual/Augmented/Mixed Reality and preparing to engage in the Metaverse, we are feeling pressure from several angles:

“Get your L&D team prepared! “Upskill them,” we say to ourselves. 

“Identify the business needs where VR appears to offer the optimal learning experience.

“Prepare your business culture to embrace learning in VR. 

“Design a learning product/course that is an A+ learning experience. 

Note that there are more unknowns for exactly how to scale those demands than there are concrete steps most effectively. But there are some clues: The Metaverse promises advantages that the real world doesn’t, such as more active immersive learning experiences, the opportunity for immediate feedback, the sense of psychological safety behind an avatar, and the use of AI to intimately capture our behaviors and help us improve the way we work, learn, and collaborate.

Here are some factors for learning leaders to consider: 

Activate learning to optimize engagement and outcomes

Virtual reality presents life-like environments where the big pay-off is that people can learn by doing, which is where the magic happens. Referring to Edgar Dale’s Cone of Learning (a.k.a. Cone of Experience), learning engagement and retention levels are significantly higher with active or experiential learning. Instead of utilizing traditional learning methods, which tend to be passive (think: reading, listening to speakers, watching videos or a demonstration, or self-paced online training), VR allows us to create scenarios, simulations, and exercises that put learners at the center of the experience and give them the agency of the outcomes. When we can gather, think, collaborate, and learn together in a medium that creates a true sense of presence, we can accomplish things on a different level than in a Zoom room, even though we don’t have to be in one location. (Think of the cost savings there!)

Gain richer insights for better-integrated teams, teamwork, and elevated culture

Countless reports and articles suggest that employees feel disconnected from their teams and culture when not engaging in-person with co-workers at the office. How do we bridge that gap when people are dispersed around the globe? One way is via immersive technologies such as VR. Regardless of one’s physical location, VR enables people to meet and collaborate in an entirely new dimension. There is a sense of presence and engagement that affords real connection. True VR is experienced when you wear a headset and can leverage six degrees of freedom (6DoF), capturing both head and body movements for the most life-like sensation.

In addition, meeting on Zoom has made reading the room challenging since we typically only see people from the waist up if they turn their cameras on. With avatars, body language cues are evident even though the technology does not yet capture facial expressions and full-body motion. This provides greater insight and understanding of workers’ personalities and comfort levels. For onboarding, new hires may get a more personalized experience with deeper and meaningful conversations and exposure to the company culture.

Enhance sensitivity and DE&I training

As we remain focused on diversity, equity, inclusion, and belonging, inviting people into spaces in VR level the playing field, providing a voice and physical cues to each person. Location does not hinder anyone from being in the “physical space” (of a VR work room, for example) together. And the VR environment allows well-designed activities to build empathy for others. We can more easily “walk a mile in their shoes” as we take a complete sense of what someone else’s experiences may be – and how that impacts their thinking, approach to situations, and responses in various settings.

Our VR avatars give us equal access to all things in virtual environments. VR will not miraculously fix issues your organization may have when it comes to DE&I. But the medium of engagement (VR) can be utilized for customized and purposeful learning simulations that enable people to understand better others’ experiences, perspectives, attitudes, and more. By experiencing this firsthand, there is a greater likelihood that you will finally see the change you’ve been looking for. Think about it – to move DE&I initiatives forward, people need to change their behaviors and mindsets.

Here are seven ways to get started:

  1. Make time for your L&D team (and yourself) to learn more about the Metaverse and immersive technologies. Perhaps start with articles, videos, webcasts, etc.

  2. Put together an Immersive Learning Governance Board of some sort to guide your direction, company vision, and approved next steps.

  3. Look for structured ways to provide VR experiences for your L&D team. Is there a course or learning experience you can offer them to dip their toes in the water?

  4. Invest in VR headsets for a small VR team within your organization.

  5. Create a VR learning repository where your L&D team can contribute articles, new VR tools they find, companies to explore, VR groups to join, etc.

  6. Adopt a pioneering mindset. You are a front-runner if you are reading this and beginning to explore VR. Be curious. Be a part of shaping learning in the Metaverse.

  7. Look for a VR rockstar to emerge from your L&D team. Most likely, this learning opportunity you provide will spark joy in one of your team members. So let them lead. Let them help the rest of the team navigate the sometimes choppy waters of sailing in uncharted waters like the sea of VR.

  8. Investigate and determine the right content to be designed in an immersive VR experience. Determine where it makes the most sense to integrate VR because not every subject warrants VR simulations. Think of topics or scenarios that are most challenging, uncomfortable, or complex for employees. Float these ideas by a variety of stakeholders to not only get buy-in and support and determine the best first steps to develop training in VR for it.

Put yourself in your employees’ shoes. They are uber busy and work long hours. They are tired of passive, dull, obligatory training. They are begging to be treated as valued human beings. They want to gain new, relevant skills that make them more valuable to your organization. Think of training and upskilling in a new way that puts more power and onus in the hands of your employees. Enable them to learn what is most relevant to them when it’s most convenient for them. Enable them to play and escape reality. Enable them to learn by doing and experiencing consequences in safe, immersive environments. And then…watch employee engagement and retention soar.

Heidi Scott, Ph.D. and Christine Janssen, Ph.D.

Heidi Scott, PhD, the Chief Learning Officer for HR.com is on a mission to make HR professionals smarter with innovative learning solutions that are sprinkled with a healthy dose of fun. With a PhD in Leadership from Gonzaga University, an MA and BA in education, her background as a business coach and trainer, and a K-12 teacher, principal and Adjunct Professor in the Masters of Leadership Program at Gonzaga University, Scott is a “leaders’ coach,” focused on preparing HR professionals to master the quick-changing workplaces and become great leaders. She is also co-author of the new book, HR Fundamentals for Non-HR Managers.

Christine Janssen, PhD is the Founder and CEO of Edstutia, a 21st century virtual learning platform positioned at the intersection of business and technology. Prior to Edstutia, Dr. Janssen was a Clinical Associate Professor and the Director of Entrepreneurship in the Gabelli School of Business at Fordham University. She holds a BS in Marketing from the University of South Florida, a Global MBA in Communications & Information Systems (CIS) and Finance with a specialization in e-Business from Fordham University, and a PhD from New York University, where her dissertation focused on how entrepreneurs learn. Dr. Janssen is a Senior Fellow in the L&D Institute at the U.S. Human Capital Center of the Conference Board; a Member of the HR.com Learning Engagement, Solutions & Platforms Advisory Board; Co-Chair of the Training Committee at the VRARA (Virtual Reality Augmented Reality Association), and a Mentor at StartEd, guiding up-and-coming edtech entrepreneurs. Her research interest lies squarely in the future of learning.

PIXO VR Raises $6.5M Round, Led By Saudi Aramco Energy Ventures (SAEV) and Announces New Tech & Product Leadership

Original Post Appearing on pixovr.com

ROYAL OAK, Mich. — Enterprise extended reality (XR) solutions provider, PIXO VR, which launched its platform for delivery of VR/AR workplace training content, PIXO Apex™, in 2020, has announced $6.5 million in funding. This investment, which will fuel the next phase of growth for the company, was led by Saudi Aramco Energy Ventures (SAEV), the corporate venturing subsidiary of Saudi Aramco, along with Peter Karmanos Jr., co-founder and former CEO of Compuware Corporation, and others.

“This injection of capital allows us to continue to improve our first-of-its-kind platform,” said PIXO Founder and CEO Sean Hurwitz. “We believe virtual reality provides more immersive, interactive, and meaningful experiences, and with PIXO, it has never been easier for organizations to leverage this technology to train employees.”

Companies like Saudi Aramco and Chick-fil-A are partnering with PIXO for its enterprise-compliant platform, Apex; a true all-in-one solution for management and delivery of VR/AR training content. PIXO Apex helps seamlessly integrate XR training, from initial adoption to scaling across an entire organization. Apex works on any headset and integrates with any Learning Management System (LMS) to provide a holistic view of training program performance, making it as simple as possible to launch a pilot and prove ROI prior to full scale adoption.

Apex is also the only XR platform that is an open system. With Apex, integration with other XR solutions is possible; a huge benefit for organizations looking to scale their XR training.

According to Hurwitz, PIXO saw the need to provide both their customers and partners a significant competitive advantage with this type of XR ecosystem, and built Apex around that need.

“We knew six years ago (a lifetime in this industry) that big companies would never use a dozen different solutions, each with their own exclusive use case, to adopt XR,” Hurwitz said. “When creating products with the end user in mind, it’s been clear to us that an all-in-one platform is what the market needs. It’s just what’s best for the customer.”

With customer focus in mind, PIXO, which recently was featured in The Silicon Review as one of the 50 fastest growing companies of 2022, has invested in its leadership team. “Adding strong leadership in technology, product and content is key to giving customers the tools they need to adopt and scale VR training,” Hurwitz said. PIXO’s newest leadership members include: VP of Content Brian Draper, VP of Product Leo Alsufi, and VP of Technology Michael Drzewiecki.

PwC economists predict VR and AR have the potential to boost the global economy by $1.5 trillion over the next 10 years, with one fifth of that ($294 billion) coming in the form of VR/AR training. PIXO is poised to capitalize on the market with a unique solution and overall approach to the industry.

One of PIXO’s earliest customers, Saudi Aramco began using VR training through PIXO’s platform in 2020. After two years of partnership, Saudi Aramco’s strategic technology venturing program, Saudi Aramco Energy Ventures (SAEV), has become the lead investor in this round of funding for PIXO.

“We have been partners with PIXO since 2020, and have seen first hand the various benefits immersive training experiences can provide organizations,” said Anupam Singh, Investment Director for SAEV. “We anticipate tremendous future growth in the XR industry, and PIXO is in a great position to capitalize on that with their unique all-in-one platform.”

About PIXO VR

PIXO offers a complete, end-to-end, extended reality (XR) solution for enterprise. With PIXO’s cloud-based system, organizations can deploy, use, and scale XR content globally across thousands of users and devices. Headquartered in Royal Oak, Michigan, the PIXO mission is to unlock human potential and improve lives through the power of emerging technology.

About Saudi Aramco Energy Ventures

Saudi Aramco Energy Ventures LLC (SAEV) is the corporate venture fund of Aramco Ventures, the Venture Capital subsidiary of Aramco, the world’s leading fully integrated energy and chemical enterprise. Headquartered in Dhahran with offices in North America, Europe and Asia, SAEV’s mission is to invest globally in startup and high growth companies with technologies of strategic importance to its parent company. For more information, visit www.saev.com.

About Peter Karmanos Jr.

Peter Karmanos Jr. is current Chairman at Maddog Professional Services, a high-tech venture capital firm. Karmanos is co-founder and former CEO and Chairman of Enterprise for software and IT giant, Compuware Corporation. Karmanos is also former owner of the Carolina Hurricanes of the National Hockey League, and was inducted into the Hockey Hall of Fame in 2015.

Tags: PIXO, PIXO Apex, SAEV, virtual reality, virtual reality training, VR, VR training

Former CEO and Chairman of Qualcomm, Paul Jacobs, to Keynote at our VRARA Enterprise Forum on July 21

Paul Jacobs will give a live keynote about Extending Reality at our July 21 virtual event - VRARA Enterprise Forum, which is expected to gather 2000+ professionals from around the world.

Most real-world interactions involve multiple people and not just a single person. Why would the virtual world be any different? High fidelity experiences today tend to be tethered. What if those cables were cut? Have you felt motion sickness while using XR given the tethered experience can prevent natural movement though virtual spaces? What if you were able to walk through the content at your own pace instead of the experience coming at you?

The quality of content varies significantly depending on the type of headsets today, posing a challenge for the users and developers. What if the experience can be unlocked from the headset so developers can leverage high powered network elements to create the highest quality content without any constraints?

Paul founded XCOM in 2018 and at XCOM, they believe the best way to predict the future is to invent it. Earlier this year, XCOM unveiled their next-gen Wireless XR that enables the highest quality experiences for multiple users on-site while they move around freely. XCOM believes the possibilities for XR are endless.

Join the presentation and live Q&A!

See event website here

Paul Jacobs Bio

Paul E. Jacobs, Ph.D., founded XCOM in 2018 to #keepinventing and to invest with the world’s most creative engineers and businesspeople.

As former CEO and Executive Chairman of Qualcomm, Dr. Jacobs spearheaded its efforts to develop and commercialize fundamental mobile technology breakthroughs that fueled the wireless internet and smartphone revolutions. During his tenure as CEO, Qualcomm’s revenues quadrupled, and its market capitalization doubled. Dr. Jacobs is a prolific inventor with over 80 U.S. patents granted or pending in the field of wireless technology and devices.

He served as a director of Qualcomm from June 2005 to March 2018, including as chairman of the board of directors from March 2009 to March 2018, and as executive chairman from March 2014 to March 2018. He served as chief executive officer from July 2005 to March 2014, and as group president of Qualcomm Wireless & Internet from July 2001 to July 2005. In addition, he served as an executive vice president of Qualcomm from February 2000 to June 2005.

Dr. Jacobs is on the Board of Directors of Dropbox, Inc., FIRST, and Heal, a private technology enabled medical care company. He attended the University of California, Berkeley, where he earned a B.S. in electrical engineering and computer science, M.S. in electrical engineering, and Ph.D. in electrical engineering and computer science. He founded Berkeley’s Jacobs Institute for Design Innovation and was the university’s 2017 Alumnus of the Year. Dr. Jacobs is a member of the National Academy of Engineering and a Fellow of the American Academy of Arts and Sciences.

Dynepic’s Work with US Congress ‘Makes the Mark’ in Final Defense Authorization Bill

Post originally appearing on Dynepic.com


MOTAR, small business innovations recognized as critical to United States Air Force readiness


United States, June 28, 2022 — Congress heard us, loud and clear! Following several months of meeting with Members of Congress and their staff about the positive impact of the MOTAR® ecosystem on the United States Air Force (USAF) education and training, the House Armed Services Committee passed the National Defense Authorization Act (NDAA) for Fiscal Year 2023 out of committee with language supporting the critical work Dynepic® is doing with the Department. This provision is yet another significant step in support of the USAF’s ability to provide Airmen with modern, digital training options and ultimately, our nation’s safety. 

Specifically, the NDAA would require a plan from the Secretary of the Air Force in early 2023 outlining how the USAF would “transition digital training infrastructure into the appropriate Air Force organizations as soon as technical readiness will allow.” The plan would provide critical guidance on security and training, support and sustainment, the incorporation of immersive technologies, collaboration across the USAF, roles and responsibilities for software and hardware integration, and guidance to include small businesses.  

“Since I left the military 15 years ago, its technology hasn’t changed much,” said Dynepic Co-Founder and CEO, Krissa Watry. “As noted by Congress, digital modernization of the education and training landscape to leverage cutting edge technology like Extended Reality is critical to military readiness and maintaining our dominance in national defense.”

After USAF encouraged the company to participate in the 2019 USAF AFWERX Mixed Reality Platform Challenge, which Dynepic won over many large and established businesses, Dynepic has become an example of small business innovation at work in the furtherance of national security. Since then, the company has leveraged multiple phases of the Small Business Innovation Research (SBIR) program to further develop, tailor, and deploy its secure DX platform under the Air Force’s label, Member Operations Training Analysis Reports (MOTAR). In 2021, MOTAR became a validated USAF training requirement and is currently on track to become a Program of Record. 

“We’re stoked to be on this journey with the changemakers in Congress and the Department of Defense,” Watry said. “Our work advocating for military training transformation has just begun, and our energy is limitless.”

About Dynepic:

Launched in 2014, Dynepic, Inc. is a woman- and service-disabled veteran founded tech company based out of Reno, Nevada. Dynepic’s DX Platform is a secure, device- and software- agnostic infrastructure with open APIs, LMS/LRS, and a central training hub to build an open ecosystem for XR to power the future of multi-dimensional knowledge for a better tomorrow. To learn more about Dynepic, check out our website and connect with us on LinkedIn

makeSEA ® announces support for Meta Avatars in Catapult SM for Quest

Catapult is makeSEA’s AR/VR sharing and collaboration app 

San Luis Obispo, California, July 7, 2022 – https://www.makesea.com/ makeSEA®, a content management and collaboration platform for mixed reality, announces support for Meta Avatars using Catapult for Quest. makeSEA’s cross-device augmented and virtual reality sharing and collaboration app, Catapult, allows users to experience content first-hand as if together in real life, using leading AR and VR devices including Meta Quest 2TM, Magic Leap®, and HoloLens®.   

Experienced creators can easily mash up 3D assets, digital twins, surround and flatscreen video, images, PDFs, and more, and host their audiences live or setup “mini-metaverse" spaces for others to explore on their own time. Now when connecting in Catapult on Meta Quest 2 devices, users can be represented as their Meta Avatar. makeSEA also supports a hyper-efficient “lightbulb mode” avatar that is great for preserving bandwidth for more critical content and interactions.  

According to CEO Chris Stavros, “It’s fun to be represented in AR/VR as my Avatar. It’s more important that my Avatar is not a distraction to the experience I’m sharing, unless of course, I’m part of the experience! You have to see just how fantastic Meta Avatars are for yourself for enhancing the collaboration experience. Grab your Quest 2, install the Catapult app, and fire it up. Have a friend join you in any available makeSEA Project space as a fully interactive Meta 2 Avatar.” 

makeSEA puts the power of sharing and live collaboration in the hands of everyone: any creator, any educator, any business. makeSEA allows anyone to get content onto your XR device for sharing and co-presence. The California based company serves multiple educational institutions, a diverse range of businesses, and independent creators.  Companies, organizations, and individuals seeking to explore how to use AR and VR technology should contact makeSEA to learn how easy and affordable XR experience production can be using makeSEA’s Content Management & Collaboration Platform for mixed reality.For more information see https://www.makeSEA.com   

Contact: Chris Stavros

CEO

cstavros@makesea.com

1-800-803-1050

https://www.facebook.com/makeSEA

https://www.linkedin.com/company/makesea/?viewAsMember=true

https://twitter.com/makesea

https://www.instagram.com/makesea_pics/

HoloPundits Helps Students Immerse Themselves in Careers with 360 Virtual Reality Videos

Dublin, Ohio [July 7, 2022] – HoloPundits, experts in immersive technology including AR, VR and mixed reality, is excited to announce its partnership with Tolles Career and Technical Center to help take their Career Exploration Academy to a new level.

Tolles, located in Plain City, Ohio (outside of Columbus), offers high school students career-technical and academic programs including Agricultural & Environmental, Arts & Communication, Business, Finance & Marketing, Construction Technologies, Education & Training, Health Sciences and Hospitality Services. Tolles’ Career Exploration Academy, a year-long program offering high school sophomores opportunities and experiences for personal growth and career exploration, traditionally used 2D videos to give students glimpse of what a potential career might entail. Because of COVID and other limitations, the team at Tolles quickly realized it needed something more “real-life.” Tolles partnered with immersive technology experts HoloPundits, who created 360○ interactive career exploration videos to help enhance the experience of students and educational programs as a whole.

“The videos have hotspots that allow potential students to engage in on-the-job opportunities to gain real work experience and understand workplace expectations,” said Cindy Alderman, Marketing Director at Tolles Career and Technical Center. “We operate under the mantra of ‘Lift All Students’ and have a vision of being the choice of students and families for expert career-technical and academic education. These interactive videos are helping to make this vision a reality.”

Tolles’ career exploration content will be offered for sale to other career and technical centers in the marketplace on XR Guru, a product by HoloPundits. XR Guru is a next generation education and training application designed to bring learning, content creation, and distribution together into one easy-to-use platform.

About HoloPundits

HoloPundits is an immersive technology company with deep expertise across the entire spectrum of AR, VR, and mixed reality. With a focus on education and enterprise solutions for multiple sectors including healthcare, manufacturing and insurance, Holopundits enthusiastically pursues new business opportunities enabled by the immense potential of these new technologies.

Recap of our Digital Fashion, Immersive Storytelling and Entertainment event

By Jon Jaehnig of AR Post

A Day of Metaverse Fashion and Storytelling Insights From the VR/AR Association


The Immerse Global Summit Series takes on metaverse content and entertainment.

The VR/AR Association hosted an online event on June 29 dedicated to “Digital Fashion, Content, Immersive Entertainment, and Storytelling.” The event was part of the Immerse Global Summit series of talks covering XR and metaverse, as well as converging technologies like blockchain.

Event speakers discussed creating XR and 3D fashion items and assets, but also discussed new marketing and engagement opportunities enabled by ideas like NFTs and Decentralized Autonomous Organizations (DAOs). As ever, there was a lot to cover, and not every session will be discussed, but here are some of the highlights from the event.

Community, Community, Community

One of the earlier talks, “The Role of Community When Moving from Web2 to Web3”, presented by Forbes writer Nikita Cikaluk, laid out what would turn out to be a theme among many of the speakers: “there is no ‘Web3’ without ‘we’.”

“All of you who gathered here today to self-educate yourselves, to connect with people, we all contribute to this big general understanding of community in the Web3 space,” said Cikaluk. “One of the big topics that has always been on my mind, and I do believe this is a topic that connects all of these dots, is the Web3 community itself.”

The idea that emerging technology products are built by a community rather than built by a company and offered to a community is central to the idea of DAOs. These online communities through tokenized membership work kind of like a credit union or cooperative market that is guided by the votes of its members.

“In terms of the future, we’re going to see a lot more collaboration and co-creation,” Fashion DAO founder Nico Fara said in her talk “Fashion is Moving into the Metaverse: Creator and Brand Opportunities”. “Community does not mean likes and follows in Web3.”

This trend can help companies produce content that will perform well by tapping their audience. It also allows artists to rely on their own works to form communities rather than relying on the communities of big producing groups. This was the focus of “Web3 and Entertainment” presented by Lauren Wert and Amanda Whitcroft of Panda PR.

“We’re not focused so much on a following as on a community,” said Whitcroft. “We’re going back to the creative.”

“When you try to guarantee numbers, you’re going to lose innovation, and that’s what’s so exciting to me about this space,” said Wert.

Inclusivity and Accessibility

Fara’s predictions of the future of the metaverse also brought in the key trend of inclusivity. In XR, topics like inclusivity and accessibility mean two things: people need to be able to get their hands on an experience, and people need to feel represented and heard in those experiences. Different talks touched on both of these angles.

Technological accessibility has been a problem in XR because, as an emerging technology, it can often be difficult and costly to find specialists capable of creating an experience. Further, many people don’t have access to dedicated hardware or software necessary for creating and running some experiences. XR through platforms like Snapchat and Facebook change that.

“It gives smaller companies a chance to try out the tech,” VNTANA CEO and co-founder Ashley Crowder said in her talk “The Future of Digital Fashion: How 3D Is Impacting E-Commerce, NFTs, and the Metaverse.” “You don’t need to custom-build an app, you can leverage a platform that already has this technology.”

Both technological and personal inclusion are the business of RevereXR, an organization that increases access to XR hardware and experiences for education, but that also practices “XR preservation through immersive storytelling.” Founder Yolanda Barton gave an impassioned talk titled “The Future of Inclusive Immersive Storytelling.”

“We can preserve our music, our stories, into the future forever. … We can introduce future generations to this music history,” said Barton. “Together, we are pushing the boundaries and together we can overcome those boundaries.”

“Phygital” Experiences

Barton wasn’t the only one to talk about the value of XR. While entertainment and storytelling are pretty abstract ideas, most of us are used to fashion being an inherently physical concept. But, that is changing.

“We’re not just talking about bringing the 3D model into your home, we’re talking about bringing you into the experience,” Spatial Digital Social Inc CEO Aditya Mani said in his talk “Phygital Fashion in the Metaverse.” “Even though it’s just pixels on the human body, those pixels can be very meaningful.”

In the panel discussion “Retail, Fashion, & Marketing of the Future,” Metavisionaries co-founder and Creative Director Ayesha Ali spoke about the misconception that “everything in the metaverse happens purely digitally.” Even for those who do think purely digitally about the metaverse, Crowder has some news for you about the importance of fashion.

Retail, Fashion, and Marketing of the Future panel

“Brands can start selling digital assets within the metaverse to dress avatars,” Crowder said during her talk. “This is where kids are meeting up today. They’re not meeting up at the mall, they’re meeting up in Roblox and that’s where they want to look cool.”

Faro had similarly called the virtual revolution “almost inevitable” and attributed it to a “generational shift.” But, the shift isn’t taking an entire generation to impact the industry.

“The conversations about ‘what is XR?’ and ‘what is the metaverse?’ are starting to fall by the wayside. People know what it is and they want it,” MetaVRse co-founder Alan Smithson said in the panel discussion. “I would say around January there was this fundamental shift from us going out and trying to sell this.”

Where to Go for More on the Metaverse

See Also: VR/AR Association Holds Second Summit Dedicated to the Metaverse

Closing remarks did mention more metaverse insights to come at the Global Summit events coming to Portugal in September and Miami in December. Both events will be in-person, with tickets available now here

VRARA member news: Xvisio launches SeerLens™ One AR glasses for the North America market

Xvisio Technology Co. recently announced and demonstrated live SeerLens™ One, its first mass production AR glasses product for the enterprise for the North America market.  SeerLens™ One is a USB tethered cross-platform AR glasses with on-board vSLAM* engine based on the Epson VM40 free form prism optics. It can be paired up with PC, mobile phone or dedicated mobile computing pack via USB type-C cable. SeerLens™ One is light-weighted and comfortable to wear, includes fast autofocus RGB and stereo fisheye cameras, built-in microphone with AI noise cancellation.  It works seamlessly with Windows, Ubuntu, and Android devices supported by feature rich AR foundation SDK for contents development.

 

Xvisio AR foundation SDK enables compelling AR user experience such as spatial anchoring, superimpose, map creating and sharing, 25 joint gesture control, multi-user collaboration, etc. It supports enterprise AR applications such as field services, manufacturing SOP assist, remote assistance, logistics and transportation, virtual collaborations, or meetings.  Xvisio works with ecosystem partners proactively to enable such use cases for the enterprise.  As a recent member of the VRARA, Xvisio invites fellow VRARA member companies in the enterprise space to explore collaboration opportunities.

 

SeerLens™ family includes the SeerLens™ One glasses and Seerlens™ One Helmet with a few peripherals that enable the core features of immersive experiences for the Metaverse applications.

“We are extremely excited to launch SeerLens™ One AR glasses product series in North America for enterprise customers.” said John Lin, founder and CEO of Xvisio Technology. “SeerLens™ One offers very compelling values proposition to our enterprise customers and system integrators who need more advanced capabilities than the basic HUD (Heads Up Display) products on the market at a much affordable price compared to other AR glasses and HMD (Head-mounted Display) products. We position our SeerLens™ One products as step stones to the Metarverse world.”

 

Xvisio will roll out the SeerLens™ One family and its peripherals introduced in the diagram above with SeerSense™, SeerLens™ and SeerPad ™ launching in July 2022, and SeerController™ launching later in 2022.

 

SeerLens™ One introductions video: https://www.youtube.com/watch?v=DFGtmiQ-uq8

 About Xvisio Technology

Xvisio Technology is a global technology and product provider for XR industry with R&D centers in China, US and Europe. It provides best-in-class vSLAM based perception and interaction system solution for XR devices. The company offers design service for XR product development and two major product series -SeerSense™ sensor module series and SeerLens™ AR glass series for Metaverse applications. To learn more, please visit Xvisio’s website: www.xvisiotech.com.

 

For inquiries or media contact: contact@xvisiotech.com

disguise powers virtual production for “La Fortuna” Miniseries

(London, 29 June 2022) – “La Fortuna,” a six-episode Spanish-American miniseries airing on Movistar+ and AMC+, turned to virtual production powered by disguise vx 4 media servers to capture the magic of both countries all in one shoot. With Barcelona-based MO&MO Film services designing the virtual production scenes and facilitating in-camera VFX, the film was able to include exterior scenes all the way from Washington D.C on-set in their shoot in Madrid. 

“La Fortuna” tells the story of the discovery of a Spanish frigate sunk by the British navy off Portugal back in 1804 and the ensuing legal battle over the ownership of the treasure.  Stanley Tucci heads a Spanish and American cast in the mini-series directed by Alejandro Amenabar and co-produced by Movistar+, AMC Studios and MOD Pictures.

 

Virtual production for feature films and television has been increasingly adopted as a way to gain efficiency, lower costs and reduce the need for complex location shooting without compromising on quality. Wanting to take advantage of these new workflows, Cinematographer Alex Catalan from AEC, contacted Barcelona-based MO&MO Film Services upon the recommendation of a colleague, resulting in MOD Pictures asking MO&MO Film to design and shoot the virtual production scenes. Taking place in MO&MO Film’s virtual studio in Madrid, Gloshine MV 2.6mm LED walls with NovaPro UHD processing and disguise vx 4 media servers facilitated the virtual production workflow.

 

“We were proud to shoot with Alejandro Amenbar on his first TV series and with Alex Catalan, one of the more demanding DPs in Spain.  The project went perfectly, like all of our projects with disguise, with easy set-up and programming,” says Virtual Production Supervisor for MO&MO Film Services David Monguet.

 

The process smoothed the creation of in-camera VFX for car scenes using plates shot in Chicago, as well as scenes shot in Washington, D.C. showcasing the outside seen in the windows of the Spanish consulate. There were also sequences shot showcasing American TV reporting footage. 

 

Cinematic results for many of these scenes were achieved using disguise Designer together with the vx 4. These included the colour adjust layer which proved to be a must and the blur layer which helped DoP Catalan show the depth of field in some instances. PreComp, as a mapping type, was used in a blur layer and colour adjust was applied to manipulate all the layers simultaneously. The wrap tool helped adjust camera perspective in some scenes while disguise’s ACES integration helped achieve colour control for the VFX sequences.

 

Learn more about ACES in our ebook

 

Credits

Director Of Photography: Alex Catalan AEC

Director: Alejandro Amenabar

VFX Supervisor for Twin Pines: Juanma Nogales

Virtual Production Supervisor: David Monguet

# # #

About disguise

disguise is the platform to imagine, create and deliver spectacular visual experiences. Its award-winning extended reality (xR) solution has powered over 400 immersive real-time productions across live entertainment for music artists such as Katy Perry and Billie Eilish, film and episodic TV productions for Netflix and Amazon Prime, corporate presentations for Siemens and Verizon, and live broadcast programmes from Eurosport, MTV and ITV,  in more than 35 countries.

With an ever increasing global partner network and working alongside the world’s most talented visual designers and technical teams in live events, TV broadcasts, films, concert touring, theatre, fixed installations and corporate and entertainment events, disguise is building the next generation of collaborative tools to help artists and technologists realise their vision.

Headquartered in London, disguise has an expanding global presence with offices in LA, Hong Kong, Beijing, Shanghai, Seoul, Tokyo, Auckland and Singapore.

Recognised as one of the Financial Times’ top 1000 fastest growing businesses for 2021 and a winner of the Queen’s Award for Enterprise: Innovation 2022, disguise has majority backing from investment firm Carlyle Group, with Epic Games taking a minority stake.

For more information, please visit www.disguise.one    

Germany https://www.disguise.one/de

France https://www.disguise.one/fr

Spain https://www.disguise.one/es

Japan https://www.disguise.one/jp    

China https://www.disguise.one/cn

Korea https://www.disguise.one/kr 

Paul Jacobs's XCOM Labs to keynote at our VRARA Enterprise Forum on July 21

Check schedule for VRARA Enterprise Forum on July 21 event website here

XCOM Labs was founded by Paul Jacobs in 2018 with a team that has a proven history of building businesses and setting industry standards and is leading the development of next generation mobile technology solutions specializing in innovative wireless system design and hardware/software for future of compute-heavy applications that rely on high-throughput computing and low latency telecoms.

XCOM Labs patented technologies leverage licensed and unlicensed spectrum for seamless processing through edge computing that can deliver a truly immersive and agile VR/AR system fit for business, entertainment, and more. They are enabling seamless and secure mobile XR experiences as well as ultra-high performance 5G and next-gen networks for:

• Remote collaboration 

• Industrial automation

• Learning + specialized training

• Smart warehouses / buildings

• Autonomous vehicles / drones

• Visualizations

WITH OUR MOBILE XR PLATFORM, YOU CAN CREATE EXPERIENCES THAT SIMPLY WEREN’T POSSIBLE BEFORE XCOM.

— Paul Jacobs, CEO

XCOM’s lineup of telecommunication technology patents improves efficiency tenfold, according to the firm. The San Diego-based company also supports industry 4.0 by supplying worksites with 60GHz millimetre-wave band infrastructures.

XCOM’s waveband is a low-latency wireless system that allows worksites to commit to digital transformation by building the infrastructure required to deliver real-time 3D content (RT3D) to augmented, virtual, and mixed reality (AR/VR/MR) wearables.

Additionally, XCOM stated its waveband technology supports enterprise-grade Metaverse platforms and integrated edge computing.

London North Eastern Railway Drive Railroad Training Efficiency Using VR and SenseGlove Nova

SenseGlove Nova is used for assembling a train ramp in Virtual Reality: Haptic force feedback gloves improve VR simulation and allow trainees to physically feel the virtual tools and parts of the train.



DELFT, THE NETHERLANDS – June 23, 2022 — SenseGlove, a leading developer of force feedback gloves for VR, today unveiled results of a SenseGlove case study conducted in cooperation with London North Eastern Railway, a British train operating company. SenseGlove Nova is a haptic force-feedback glove designed specifically for professional VR training purposes.

London North Eastern Railway (LNER) implemented SenseGlove Nova for the railroad VR training in assembling a train ramp in Virtual Reality. They used haptic force feedback gloves to improve the realism of the interactions in a virtual training and train the employees more efficiently by using haptic gloves instead of just using controllers. 90% of participants who completed the haptics training indicated that they felt ready to assemble a ramp in real life and did not need any further training. Assembly trainees who donned SenseGlove Nova haptic force feedback gloves in a virtual environment were able to physically feel the virtual parts of the train, explore the details of the ramp, and interact with required tools in a natural way. The feeling of realistic physical interaction is possible due to the combination of SenseGlove’s force feedback, vibrotactile feedback and motion capture features.

The features play an especially important role for assembly training: force-feedback gloves allow the wearer to feel the parts of equipment that need to be assembled and also ascertain the difference between their sizes and density of each part. SenseGlove Nova's vibrotactile feedback enables trainees to feel every impact when they connect or insert the parts, as well as the vibration when they work with a drilling machine, for example. Combined with motion capture, the features allow the trainees to interact in a similar way as they would in a physical training.