In his weekly video VR/AR Bytes Podcast, Orlando Chapter President and VRARA COO John Cunningham provides short interviews with the movers and shakers in the VRARA industry who share their insights into how VR & AR is impacting their businesses. Watch his interview below with Brian Hamilton, Vice President of Sales and Marketing at Digilens as they discuss the question, “Have we reached the Tipping Point for XR?"
New Analytics Feature in the VRdirect Studio
The Analytics feature in the VRdirect Studio is a powerful tool that allows you to gain valuable insights into your VR projects. With this feature, you can monitor the number of visitors, their interactions, and other important metrics. These metrics provide valuable insights for analyzing both overall projects and specific scenes within them.
They include monitoring sessions and unique visitors to gauge user engagement, measuring dwell time to understand how long users interact with content, recording various events like clicks, hovers, scene changes, and time-based actions to assess user behavior. Additionally, exit points help identify where users commonly leave a project, aiding in optimization, while device data reveals the types of devices and access methods used. Lastly, geography data allows for a breakdown of visitors based on their geographic characteristics.
VRdirect does not collect user data. Analytics is only displayed per project in the VRdirect Studio as a product feature for customers.
Analytics is not a platform-side tracking of user data, but a product feature for our customers. No data is collected by VRdirect, but only displayed for our customers in the VRdirect Studio individually per project.
Click here to be guided through the Analytics feature so that you can make the most of your VR experiences and improve your project’s performance.
Volunteer Participation: AR/VR in the Classroom Research Study from Keiser University
Douglas Boynton, VRARA Member and a doctoral candidate in the Graduate School of Education at Keiser University, is conducting a research study to understand how K-12 teachers and administrators implement and support Augmented/Virtual Reality in the classrooms. He needs the help of his VRARA community.
He is seeking volunteer study participants. If you are 18 years or older and employed as a teacher or administrator at a K-12 public or private school in the United States using Augmented or Virtual Reality (AR/VR/XR) in the classroom, you may participate in this research.
Participation in this study is voluntary, and your identity as a participant will be protected before, during, and after the time that study data is collected. No personally identifiable information will be recorded, and strict confidentiality procedures will be established during and after the study.
If you meet the criteria and want to participate in this study, please email Douglas Boynton at d.boynton@student.keiseruniversity.edu for more information.
Please share this invitation with faculty members in your network who might be willing to participate in this study.
Keiser University
Graduate School of Education
Doctoral Candidate in Instructional Design and Technology
d.boynton@student.keiseruniversity.edu
VRARA Bytes Podcast: Vishal Shah/Lenovo
In his weekly video VR/AR Bytes Podcast, Orlando Chapter President and VRARA COO John Cunningham provides short interviews with the movers and shakers in the VRARA industry who share their insights into how VR & AR is impacting their businesses. Watch his interview below with Vishal Shah, GM of XR and Metaverse at Lenovo as they discuss the question, “Have we reached the Tipping Point for XR?"
Watch the entire series here, and subscribe to receive the weekly podcast!
Immersal and Burst join forces to transform location-based augmented reality fan experiences
Immersal, part of Hexagon, announced a strategic partnership with Burst, a leader in innovative virtual reality fan experiences.
This partnership marks a significant leap forward in location-based augmented reality (AR) experiences for conference, concert and event audiences around the globe.
Immersal is a provider of spatial mapping and visual positioning technology. Immersal's Visual Positioning System (VPS) has earned acclaim for its ability to overlay digital content seamlessly onto the physical world. This technology holds the potential to shape how people interact with their environments in navigation, gaming, retail, and various other applications. Burst is at the forefront of creating original virtual fan experiences that bridge the gap between the digital and physical worlds. Burst’s proprietary metaverse platform combines real-time photorealistic graphics with groundbreaking technologies like pixel-streaming, NFTs and blockchain. Burst works closely with A-list artists in creating immersive, gamified experiences.
Integrating Immersal's VPS technology with Burst's AR solutions enables even more accurate and engaging location-based AR experiences. Seamlessly blending real and digital worlds will enhance user engagement, create new revenue opportunities for sports events and entertainment businesses. Combining Burst’s user-centric approach with Immersal’s precision will also bring location-based AR to a wider audience through applications in retail, navigation, education and more.
"Burst's innovative approach to mobile AR aligns perfectly with Immersal's vision of dissolving the boundaries between the tangible and the virtual for impactful immersive experiences,” says Matias Koski, CEO of Immersal. “Together, we will redefine how people perceive and interact with the world around them through augmented reality."
"We are excited to partner with Immersal to expand what we are able to offer,” says Mikael Meklin, CEO and Founder of Burst. “This collaboration represents a significant step forward, expanding the capacity to create relevant AR experiences that resonate with fans."
John A. Cunningham Joins Virtualware's International Advisory Board
BILBAO, Spain and MIAMI, November 27, 2023.– Virtualware, a European leader in Virtual Reality solutions, has appointed the COO of the VR AR Association and Former Unity Executive John A. Cunningham to its International Advisory Board in a move that marks a significant step in Virtualware’s U.S. market expansion.
Cunningham, currently COO of the VR/AR Association (VRARA) and CEO of Spatial Synergy, brings a wealth of experience from his time at Unity Technologies where he founded and led Unity’s Government and Aerospace business, as well as various global executive leadership positions at top-tier technology companies like Aruba Networks, Motorola, HP, and Verizon
At Unity, Cunningham established and led the Government and Aerospace business starting in 2020 and led initiatives to establish its presence in the highly specialized government and defense segment and to develop new digital twin, training, and spatial computing solutions to meet the unique needs of the industry. Many of Unity’s government and defense programs have set new standards in applications of real-time 3D technology that are used in other industries today.
“Virtualware CEO Unai Extremo commented, “We are fortunate to have John join our international board. His vast experience, particularly in XR and AI, aligns perfectly with our vision for the future of Virtual Reality. His appointment is part of Virtualware’s strategic initiative to establish a robust presence in the U.S. market”.”
Unai Extremo, CEO of Virtualware
Cunningham’s extensive career also includes an executive leadership role at Carnegie Mellon University owned iCarnegie Global Learning where he served as the Managing Director & Vice President of Global Sales from 2013 to 2017. His work in XR and AI has brought progress in operational practices across various industries. In 2019, he started the Central Florida Chapter of the VR/AR Association which has contributed significantly to fostering collaboration between the XR industry and the U.S. Department of Defense’s XR ecosystem.
Cunningham also serves in the US Space Force Association (SFA) as the Director of Special Programs. In this position, he contributes to the SFA’s mission of shaping a dominant and credible Space Force, focusing on science and technology to ensure national space power and to provide professional services in various capacities.
At Virtualware, he will join Albert C. Maasland, former CEO of Crown Agents Bank and former CEO of Saxo Bank UK, who joined its International Advisory Board last August.
Headquartered in Bilbao, Spain, Virtualware is a global pioneer in developing virtual reality solutions for major industrial, educational, and healthcare conglomerates. Since its founding in 2004, the company has garnered widespread recognition for its accomplishments. In 2021, Virtualware was acknowledged as the world’s most Innovative VR Company.
Its flagship product, VIROO, is a VRaaS platform that has democratized Virtual Reality, making it accessible to companies and institutions of various sizes and sectors worldwide. With a diverse client base that includes GE Hitachi Nuclear Energy, Ontario Power Generation, Petronas, Iberdrola, Alstom, Guardian Glass, Gestamp, Danone, Johnson & Johnson, Biogen, Bayer, ADIF, the Spanish Ministry of Defense, Invest Windsor Essex, McMaster University, University of El Salvador and EAN University, and a network of partners worldwide, Virtualware is poised for further global expansion.
The company went public on Euronext Access Paris in April 2023, where its stock currently trades at 7.50 euros a share and a market capitalization close to 34 million euros.
All of it Now Uses Sony’s Spatial Reality Display as a Visualization Tool for Virtual Production
All of it Now (AOIN) is a team of technologists and content creators based in Los Angeles, California. They provide digital content and immersive experiences – from design, previsualization (previs) and virtual location scouting to augmented reality/extended reality (AR/XR) consultation and camera tracking data – for brands, agencies, entertainers, and events. One of their most recent projects was creating an AR-enabled presentation of Disney’s Encanto which ran at the Hollywood Bowl, an outdoor venue in Los Angeles. In order to bring an authentic experience of this magnitude to life, AOIN relied on Sony’s Spatial Reality Display (SRD), which enables highly realistic, three-dimensional content without the use of special glasses or VR headsets.
Berto Mora, AOIN’s Chief Technology Officer, relayed, “Many of the people we work with in the industry and in the virtual production world told us we had to check out Sony’s new display. It was one of the coolest things I’ve seen.”
The main selling points for Mora are the Spatial Reality Display’s integration with Unreal Engine, its capacity to showcase and visualize 3D content without wearing glasses, the ability to use it for virtual production, and the opportunity to showcase massive content in a realistic way from a tabletop device. Shortly after receiving a demo, AOIN bought a unit to use in-house.
Danny Firpo, cofounder of AOIN, used the SRD to unlock new forms of creativity and help streamline their pre-production workflow. Speaking of the Encanto show at the Hollywood Bowl, he explained, “First, we used the Spatial Reality Display to help visualize the Hollywood Bowl venue. Additionally, because the content is motivated by projection, many of the effects used in the AR broadcast were particle-based. Sony’s display provided visuals in both a 2D and a 3D space, enabling a better understanding of the paths that the particles were taking, which allowed us to spatialize and contextualize them.”
Beyond a better understanding of the particles, the SRD was also beneficial in finding camera positions. Firpo continued, “It was really helpful to see the Bowl in a 3D space and use that for identifying camera positions and cable paths, collaboratively. That 3D environment served as a vital pre-production tool.” He added, “Using this display provided us with some special moments. We coordinated closely with the director of photography and individual camera operators to show them the path in Unreal within the Hollywood Bowl, which was helpful for planning the cameras’ paths with the jib. We were able to see dramatic plans as a result of seeing the camera movements in the 3D space.”
Nicole Plaza, AOIN’s Executive Producer, expanded on the abilities that the Spatial Reality Display offers. She said, “Augmented reality is new for a lot of people, so having a tool that allows directors and others to visualize it and gives them an understanding of what we’re doing is important. It allows them to be immersed in that 3D space and understand our work and workflows more quickly.”
Mora added, “We work in a lot of 3D spaces and 3D worlds through the engines, specifically Unreal Engine. It’s difficult to convey what you’re looking at through a flat, two-dimensional screen. The beautiful thing about the SRD is that you can now visualize that content in 3D and better understand it, instead of asking someone to imagine it in 3D. With that comes the ability to play with depth and the perception of 3D with the human eye. And that all makes the content more valuable.”
Firpo also appreciates the presentation abilities that the SRD offers to customers. “The display allows us to literally be able to look around and navigate the spaces intuitively. It creates a transparent technology layer for those who aren’t used to Unreal environments. In addition, the Spatial Reality Display is very easy for us and for clients to use. You don’t have to use any buttons to navigate it. And at the end of the day, everyone appreciates the technology and loves seeing the content.”
Speaking of clients, AOIN has received positive responses to the SRD from creatives. “Production designers often deal with the 2D space, so for them to see their designs in a 3D space before a final version is completed is helpful to provide context and spatial reference. To also see those AR effects interacting with production design pieces is a very special thing for a lot of these production teams and we’ve received some really great feedback. Beyond just seeing the final output or mockups, we can provide insight into the whole process,” explained Firpo.
He added, “The great part is, a lot of the artists that work on the content also get to go on-site and see it live. I think it’s really fulfilling, and it creates a positive reinforcement that artists can see their work first in a 2D space, then the 3D space with the Spatial Reality Display during previs and pre-production and then finally live on camera during the broadcast.”
The Spatial Reality Display is comprised of several innovative features including a real-time rendering algorithm, a micro-optical lens, easy integration and a proprietary high-speed vision sensor. Mora shared that one of his favorite aspects of the display is the eye-sensing technology. “The gaze tracking of your eyes lets you know this isn’t a conventional display. The real-time perspective shift is a huge selling point that makes it much more interesting. This feature complements XR environments nicely.”
Similarly, AOIN appreciates the ability to view their content unencumbered by glasses. “The display looks more realistic and presents content more accurately when you’re creating it. It provides a different effect when compared to wearing glasses,” Mora explained. Firpo added, “As somebody who already wears glasses every day, there’s a fatigue layer and added friction. The weight of the glasses on your face limits the amount of time you can use them. It can also cause strain on your neck, and glasses can hurt your face and make you sweat. There’s also the potential for dirt and smudges to present themselves, which can degrade the viewing experience and affect the image quality.”
Firpo explained that his and his clients’ familiarity and experience with the Sony brand also contributed to AOIN’s decision to choose the SRD. He said, “The Sony brand is trusted by us, our clients, producers, and camera operators. Using a Sony display adds a level of confidence, as well as compatibility since we’re often using Sony’s cameras on-site. To have a Sony pipeline that uses multiple different products like the VENICE and Spatial Reality Display gives us peace of mind that the color reproduction is correct and accurate.”
As AOIN continues their use of the Spatial Reality Display they’re excited by the opportunities it presents not only for preproduction, previs and AR but the additional potential it will provide for in-camera virtual effects for longer-form television and film, as well as virtual production – areas where the company, and the industry, are rapidly expanding. With the promise that digital characters and metahuman interactions hold, the possibilities are endless. Sony’s SRD will continue to help AOIN socialize these concepts to their clients in a highly realistic and impressive fashion as they continue to experiment with technology and push the boundaries of visualization.
Bluedrop USA is Headed To I/ITSEC 2023 To Showcase Their Multipurpose Gunnery Mission Trainer (MGMT)
Bluedrop USA invites you to join them at I/ITSEC, booth 1180, where they be showcasing the seamless integration between their Multipurpose Gunnery Mission Trainer (MGMT) and Pilot Station.
Don't miss out on this unique opportunity to experience firsthand the high-fidelity realism and authenticity the mixed reality MGMT offers.
Interest in knowing more before the show? Visit their website at Multipurpose Gunnery Mission Trainer (MGMT) - Bluedrop Training and Simulation (bluedropusa.com)
John Dean Markunas Appointed as Real Estate Committee Chair
We are thrilled to have John Dean Markunas help lead our community for Real Estate.
John Dean Markunas is a real estate industry blockchain and related innovation technology advisor, strategist and business development consultant. He is the Founder and Principal Consultant with Power of Chain Global Consultancy LLC.
Mr. Markunas’ work covers several distinct real estate sectors; property title insurance, transactional, cryptocurrency use, tokenization and land registry. His advisory work covers the implementation and use of NFTs, Digital Twins, VR, AR, XR and the Metaverse. He has been advising blockchain and real estate startups since 2017.
John is a prominent global public speaker on blockchain and related technology use in the real estate industry, author of many articles covering a variety of topics related to the revolution of real estate industry processes.
He has over 30 years’ experience in the commercial real estate industry and has lived and worked in Mexico and Brazil as a real estate industry consultant, broker and appraiser.
Mr. Markunas has a BS degree in Business Administration from Florida State University. He also holds an MBA in Finance and Marketing from the University of San Francisco, State of California.
John is fluent in Spanish and Portuguese.
VRARA Member Mass Virtual named an Inc. 5000 company
ORLANDO, Fla. November 1, 2023 -- Inc. Magazine recognized Mass Virtual as an Inc. 5000 company for 2023. The Inc. 5000 list includes the fastest-growing private companies in the country. Industries recognize placement on Inc.’s list as acknowledgement of American companies that are among the most successful firms in the independent small business segment of our economy.
“This is an awesome milestone, and I’m incredibly proud of the hard work our team has done to receive this honor,” said John Brooks, Mass Virtual founder and CEO. “Developing the training that improves our warfighters’ edge to meet near-peer challenges is a serious business, and this recognition shows that we’re serious contenders in the modeling, simulation and training space. I look forward to continued growth to stay on this list in the future.”
Inclusion on the Inc. 5000 list for 2023 was determined by a company’s three-year growth from 2019 to 2022. Mass Virtual’s incredible 498% growth over that time placed it in the top 25% of the list.
In addition to its place on the Inc. 5000 list, Mass Virtual was also honored in June as one of Orlando Business Journal’s “Best Places to Work.” The OBJ’s award recognizes Central Florida businesses that provide enjoyable and meaningful work environments for employees. “Recognized continued growth while remaining one of the community’s best places to work is no accident,” said Mike Peeler, Mass Virtual’s Director of Communications. “This entire team is dedicated to delivering the best training solutions to our customers; we are proud of what we do and who we are.”
About Mass Virtual: As a leader in the extended reality community for more than a decade, Mass Virtual is redefining XR learning with true-to-life virtual experiences through its efficient, safe, and effective memorable XR solutions. Virtual Hangar™, designed and developed by Mass Virtual in partnership with the U.S. Air Force, is the Air Force’s enterprise training program used at more than 83 joint force locations worldwide that includes an ever-expanding collection of 40 aircraft and ground vehicle platforms.
VRARA Bytes Podcast: Amy Peck/EndeavorVR
In his weekly video VR/AR Bytes Podcast, Orlando Chapter President and VRARA COO John Cunningham provides short interviews with the movers and shakers in the VRARA industry who share their insights into how VR & AR is impacting their businesses. Watch his interview below with VRARA member Amy Peck, Founder and CEO of Endeavor XR as they discuss the question "have we reached the Tipping Point for XR".
Watch the entire series here, and subscribe to receive the weekly podcast!
A Square Games and Talon Simulations complete project for U.S. Marine Corps
ORLANDO, Fla. – Development studios have completed a project for the U.S. Marine Corps to create a virtual reality-based training solution for the USMC’s Amphibious Combat Vehicle (ACV).
The team of contractors led by VR Training, a Maryland company, joined forces with several Orlando firms – 302 Interactive, Theory Studios, A Square Games and Simulation, and Talon Simulations to deliver both hardware and software that made up the Wave Warrior Driver Training System (DTS).
The driver training system’s portable VR solution, aptly named Wave Warrior, is training the next generation of U.S. Marines using emerging technology, meeting the soldiers where they are comfortable: in a technology-driven environment that has the familiarity of the games that this generation of soldiers are accustomed to.
“Video games have evolved over the years and are now fundamental to the way we entertain, socialize, and learn” said Austin Pinzon, A Square Games and Simulations’ Chief Operating Officer. “Using gaming technologies, we can improve users’ concentration and retention by providing an engaging experience.”
“When you consider the age of recruits both today and throughout history, it has always been our youngest adults that make up the majority of our Warfighter’s personnel,” followed Bobby Torres, 302 Interactive’s Chief Relationship Officer. “Today, that means a generation of soldiers who have been immersed in video games and virtual reality since they were in early education. Many were given a headset early on and are now so comfortable with the devices that they prefer to learn there. That is why we, as a team, pitched the solution to the Corps.”
The project was enabled through the military’s Other Transaction Authority (OTA), a vehicle that has become more commonly adopted to allow the military the flexibility to work quickly and in a more agile way to protect the Warfighter.
“The foresight the military had by loosening restrictions in recent years of the OTA path to finding partners has been a real boost for small businesses looking to partner,” Torres said. “As a small business, it enabled us to find a team with the talent to build these solutions and bring them all together to expedite the project.”
Team members are showing off the Wave Warrior project in Orlando at the end of the month as a part of the Interservice/Industry Training, Simulation and Education Conference at the Orange County Convention Center.
I/ITSEC brings together military leaders and private industry suppliers for a weeklong discussion on the future of the military and its training operations. The team that developed Wave Warrior are exhibiting at I/ITSEC and can be found at booth 3301. Closed door demonstrations may be available upon request at www.wavewarrior.training.
ABOUT 302 INTERACTIVE
Founded in 2014, 302 Interactive is an Orlando-based digital media company that brings together interactive design and emerging technologies to help people live playful lives. Their approach applies the principles of game design throughout the product development cycle to create experiences and solutions across areas in wellness, education, healthcare, marketing, and entertainment.
ABOUT A SQUARE GAMES AND SIMULATION
Based in Orlando, A Square creates immersive game and simulation experiences for entertainment and training. Using their experience with cutting-edge technology, their mission is to solve problems through technical solutions that don’t simply meet the needs but anticipate them. Their past works include first responder training, social augmented reality experiences, attraction design, and Metaverse products.
Press inquiries:
Robert “Bobby” Torres
(407)900-5967
bobby@302interactive.com
Call for Sponsors: Announcing the Inaugural VRARA Healthcare Summit
One of the hottest growth areas for XR and AI technology is in healthcare and the VR/AR Association (VRARA) and the University of Miami Frost Institute for Data Science & Computing are partnering to put on a 1 day conference and expo at the University of Miami campus on February 1, 2024.
Our keynote speaker for this conference is Dr. Robert Masson MD, world renowned surgeon and technology innovator who is also founder and CEO of eXeX, a medtech company that is transforming the surgical industry by leveraging XR and AI technology.
We would like to invite medical professionals, technologists and companies who have experience in deployment of XR and AI in healthcare who want to share that experience to apply to be a speaker.
Call for speakers closes on December 5th. Please email our COO John Cunningham if you are interested .
VRARA Member Mass Virtual Presenting at I/ITSEC 2023
Mass Virtual invites you to join them at I/ITSEC 2023, Booth 2800, where they will be showcasing their innovative XR solutions that are reshaping military training.
Their proven, fielded technologies deliver immersive, engaging learning experiences that drive superior outcomes. Learn how Mass Virtual is pushing the boundaries of human performance.
VRdirect News: New Analytics Feature Enables Tracking of VR KPIs
The newly introduced Analytics feature in the VRdirect Studio enables detailed project analysis and tracking of KPIs.
In response to the increasing need for enhanced project insights and precise statistics, particularly for training and development purposes, we've considered customer feedback and are excited to unveil this new Analytics feature.
Gain comprehensive insights into your VR projects and improve them with data-driven decisions. Access accurate statistics regarding project completion, performance, and more.
With the new Analytics feature companies can monitor:
Sessions and Unique Users
Dwell time
Interactions (e.g. clicks, hover over, time event)
Exit Point
Devices & Location
Read our Analytics guide here and watch the YouTube video.
Schedule a meeting with us to learn how you can use the new Analytics feature in the VRdirect Studio!
Virtual Worlds Museum Launches Indiegogo Campaign for the WebXR Exhibit
The Virtual Worlds Museum team and media partners launch their crowdfunding campaign to fund an immersive space that bridges the past, present, and future of virtual worlds, emphasizing values like interoperability, ethics, and community building.
The campaign is live now and the digital museum will launch in 2024:
https://www.indiegogo.com/projects/virtual-worlds-museum-webxr-exhibit/x/1781915#/
Perks for the campaign include Tripp VR Meditation, Tribe XR DJ learning experiences, Metaverse books, VR games by 3lb, AWE passes, hosted virtual events, and 3D world exhibits that donors can curate (democratizing museum curation).
The Virtual Worlds Museum's mission is to enrich knowledge of immersive experiences globally and make digital archives accessible via web browser, hand-held devices, and VR.
The digital museum will achieve this by providing education and preserving the history of virtual worlds through dynamic mapping while promoting technological innovation and accessibility.
The Virtual Worlds Museum will serve as an XR hub in 2024 for cultural events, product launches, education, and tracking interoperability between platforms.
EXPLORE - PRESERVE - INSPIRE
Damon Shackelford appointed as co-chair of VR/AR Association Enterprise Committee
We are thrilled to have Damon Shackelford help lead our Enterprise Committee and work together with our community to help define best practices, guidelines, and standards for this specific vertical. Join our weekly Online Meets, see schedule here.
Currently Damon is working with XR propositions at Eastman Chemical Company.
Call for Sponsors: Best of Europe: XR, AI, Immersive Tech (VRARA Europe Summit)
Join us for Best of Europe: XR, AI, Immersive Tech, our VRARA Europe Summit, a virtual event on March 21, 2024.
If interested to SPONSOR, please email info@thevrara.com
Our event will bring together key leaders and innovators in the immersive tech space in Europe, offering unique insights and perspectives on the latest developments in the industry. Join us for best and brightest in VR, AR, and other cutting-edge technologies shaping the future of the digital world.
Topics our event will cover include:
* VR/AR
* Immersive tech
* AI
* Metaverse
* Virtual spaces
* Training
* Immersive learning
* Immersive Collaboration
* XR & AI Convergence
* BCI
* HMI
* The future of XR devices
* Start-ups
* AI, XR and Ethics. EU digital legislation
Our past virtual events were very successful, including our VR/AR Global Summit with over 10,000 registrations!