Call for sponsors for The Polys - 4th Annual XR Awards in NYC

The VR/AR Association is joining forces in partnership with the ​Poly Awards​ and we have some amazing sponsorship opportunities so you can align your brand with innovation, connect with industry leaders, and maximize visibility among the XR community! If interested to sponsor, email kris@thevrara.com

Witness excellence on March 3, 2024, at The Polys - 4th Annual WebXR Awards. Immerse yourself in the extraordinary as we honor those who lead, create, and star in the dynamic world of WebXR.

The awards event will showcase the best people and companies in WebXR delivered as a hybrid event showcased to the world and taking place in the Engage XR virtual platform within an immersive custom world build for the event, and broadcast to tens of thousands of people via various media channels.

The event will also include an exclusive in-person VIP tickets (limited 100 people) to attend in NYC at the ZeroSpace Studio where the event will be produced leveraging the most innovative XR production studio technologies (a 50’ convex LED Virtual Production Stage, a Vicon markerless motion capture stage, and Scatter’s Virtual Production Stage).

The event will leverage groundbreaking innovations from the previous year's show, including the groundbreaking firsts of being the first show to broadcast from an LED Stage, bring hosts, guests, and presenters into the Metaverse as human holograms using a volumetric capture stage (see our ​video​), present a virtual trophy in a holographic display, present a dance tribute performance on the LED volume.

Experience the synergy of innovation as the VR/AR Association collaborates with the Poly Awards, celebrating the pinnacle of achievements in the WebXR industry. As the largest global networking association for XR, we're proud to elevate and market this prestigious event.

Partnership Highlights:

  • Global Reach: The VR/AR Association's expansive network ensures global exposure for the WebXR Awards.

  • Industry Authority: Leverage the authority and credibility of the VR/AR Association to boost event reputation.

  • Sponsorship Opportunities: Elevate your brand with a sponsorships for this landmark event taking place

Why Sponsor?

Align your brand with innovation, connect with industry leaders, and maximize visibility among the XR community. By sponsoring the Poly Awards with the VR/AR Association, you become an integral part of shaping the future of XR. The VR/AR Association is an authorized partner for marketing, promotion and sponsorship sales, and unlocking a global audience for your brand to be showcased. If interested to sponsor, email kris@thevrara.com

Marketing Channels:

  • Engage our extensive social media platforms.

  • Features in VR/AR Association newsletters and publications that go out to over 50,000 subscribers.

  • Leverage our social media channels, with tens of thousands of followers and podcast with over 500k listens, and align your brand with an audience of the Poly’s WebXR Awards and the VR/AR Association.

Metrics:

Measure success through increased event, and digital media and social media impressions pre-event, during event and post event.

Together, let's redefine the boundaries of WebXR innovation!

Seize the opportunity to be at the forefront of WebXR excellence. Explore sponsorship options with the VR/AR Association and propel your brand into the immersive future.

If interested to sponsor, email kris@thevrara.com

Market Innovation: Goundbreaking Video Encryption Module to Protect your Works

Discover the seamless ease of securely sharing VR content! As of now Showtime VR enables you to license, securely distribute, and protect the playback of your VR videos. Thanks to implementing Widevine DRM technology, Showtime VR adds the content encryption on top of the usual showcasing 360-degree videos and 6dof experiences simultaneously.

What is DRM and why is it so important?

Digital rights management (DRM) involves the utilization of technology to control and manage access to copyrighted content, primarily through licensing agreements and encryption. It empowers content creators such as filmmakers, musicians, and other authors to have full control over who, when and how can use their content. That's why it's widely embraced by major players in traditional video streaming like Netflix, YouTube, Warner Media, Sony, and many more. At Showtime VR, as the first in our field, we decided to implement this technology into our Library, effectively creating a safe space for our clients'  VR works.

How does it work?

Our video player supports Widevine DRM on specific devices (Meta Quest 2, Quest Pro, Pico G3, Pico Neo 3 Pro, Pico 4 Enterprise, HTC XR Elite, HTC Focus 3), thereby restricting unauthorized viewing of the content. In the event of file theft, the stolen files become unusable for the thief, as they are exclusively playable on authorized devices in conjunction with a valid Showtime VR license. Furthermore, the DRM enables rights owners to establish an expiration period for shared content. Thanks to all of these features, Showtime VR  Video Encryption is already used to secure VR experience in Schönbrunn Palace in Vienna.

How to use Video Encryption in Showtime VR?

The Video Encryption module is available through our Library content distribution service. Library is an integral part of Showtime VR Online but can also be used with Showtime VR Local licenses.

Learn More about Showtime VR solutions for synchronised VR playback!

Volvo, Zeiss, Siemens to speak at our Best of Europe: XR, AI, Immersive Tech event. We expect 1000+ people!

Join us for Best of Europe: XR, AI, Immersive Tech, our VRARA Europe Summit, a virtual event on March 21, 2024.

We expect 1000+ people!

More speakers announced soon!

See event website and register here

If interested to speak or 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!

If interested to speak or sponsor, please email info@thevrara.com

See event website and register here

VRARA Bytes Podcast: Michael Peeler/Mass Virtual

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 Michael Peeler of Mass Virtual and President of the VR/AR Association (VRARA) Washington DC Chapter 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!

Virtualware announces the imminent launch of the US$1 Million contract Railway Infrastructure VR Simulator

Bilbao, Spain, December 26 , 2023.- ADIF, the Spanish public entity in charge of managing the national railway network, announces the imminent launch of a Railway Infrastructure Simulator (SIF) for training in maintenance operations. The SIF will allow students to carry out collaborative exercises that can be distributed geographically in ADIF’s classrooms.

The simulator is based on the VIROO virtual reality platform. It was developed by Virtualware (EPA: MLVIR), Europe’s leading virtual reality company.

The exercises simulate operations related to traffic safety and risk prevention, as well as the execution of work in specific technical areas of railway construction and maintenance, including: infrastructure and tracks, energy and electrification, or signaling and telecommunications.

Virtualware has meticulously modelled an extensive virtual railway network, covering more than 100 km and including up to ten different areas on conventional and high-speed lines. Ten different types of rolling stock and numerous stations and technical buildings are also included.

Thanks to the freedom of movement in the virtual railway world, the detailed simulation of the functioning of real railway systems allows the acquisition of multidisciplinary skills for all operational professions related to safety or railway engineering, as well as for structural and middle management staff or traffic and driving staff.

This ambitious project includes the following software components:

– Content Builder: A tool that helps virtual reality providers create educational content in Unity, including virtual reality (VR) pills.

– Exercise Builder: A web-based application that allows trainers to create and edit exercises combining VR Pills and various multimedia resources such as videos, images, text, etc.

– Session Manager: A web-based management module that provides a customised learning experience, allowing the assignment and scheduling of specific exercises per user and per room, and the monitoring of student progress.

The training sessions can be carried out on a variety of devices, from a simple desktop PC to virtual reality goggles, immersive cubes with projection or even full-scale virtual reality rooms.

One of the key elements of the project is the new 120 square metre immersive room, located at the Valencia Technology Training Centre. This will allow multi-user training sessions to be carried out on a real scale.

The first version of the railway infrastructure simulator will be launched in the summer of 2024. This will coincide with the classroom training of new recruits from the public employment service.

Between February and March, the simulator hardware and software will be deployed throughout the country. From April, teams of instructors from other national and regional centres of the ADIF Training Sub-Directorate will be trained..

Adif and Virtualware have been working together on this project since 2021. The aim is to define the standards and features of this new generation of railway simulators.

This hands-on, active learning method significantly increases the impact of training and accelerates knowledge transfer.

In addition, the comprehensive simulation of work processes and incident resolution avoids risks and the possible impact on railway operations.

The launch of this collaborative virtual reality simulator in distributed environments represents a technological breakthrough and a true revolution, which places ADIF as a leader in training innovation on the international railway scene.

VRdirect News: TU Munich VR Success Story

The Institute for Machine Tools and Industrial Management at the Technical University of Munich implemented an innovative Virtual Reality tour to attract industrial partners. The tour replicates their test facility and showcases research setups with industrial equipment.

Advantages of virtual tours:

Cost-Efficiency: The VR tour significantly reduces expenses associated with physical tours

Time Savings: By eliminating the need for time-consuming on-site visits, the VR tour enables quicker engagement with potential partners.

Global Reach: The virtual format allows the institute to reach a global audience, breaking geographical barriers.

Interactivity: Users can engage with the VR tour at their own pace, zooming in on specific details and gaining a personalized understanding of the institute's research facilities.

Read the Success Story here!

Schedule a meeting to learn how your company can benefit from virtual tours!

VRARA Bytes Podcast: Dan McConnell/Booz Allen Hamilton

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 Dan McConnell, Chief Technologist at BAH and President of the VR/AR Association (VRARA) Washington DC Chapter 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!

Recap of our Healthcare online session with Yale University School of Medicine

During our weekly online sessions, our community (both the end-users and solution providers) share their expertise and experiences. Participants introduce themselves and their companies.

During our Healthcare meet this week, the guest speaker was from Yale University, Randall Rode, and he discussed the challenges of scaling virtual reality (VR) technologies on campus, emphasizing the need to address hardware dependencies and practical integration. He also highlighted the use of VR and Microsoft HoloLens in simulation labs, including solving limited faculty resources and involving art students in creating interactive projects. Challenges in implementing VR technology were discussed, such as faculty engagement and strategic planning. The meeting also touched on different modalities to solve problems, the multi-platform approach, incorporating XR into nursing education, current technology implementation, haptics and VR capabilities, patient education using immersive tech, XR and Gen AI for patient simulation, and the challenges of scaling AR and VR in medicine. Concerns were raised about the usage of HoloLenses, and the decision was made to conduct follow-up workshops and encourage faculty integration.

Topics & Highlights

1. Introductions

  • Participants introduced themselves and provided information about their companies and areas of focus.

2. Presenting Guest Speaker

  • Alex Dzyuba introduced Randall Rode as the guest speaker, providing information about his role and expertise at Yale University.

3. Scaling Virtual Reality Technologies

  • Participants discussed the challenges of scaling virtual reality technologies on campus and the need to address hardware dependencies and practical integration.

4. Using VR and HoloLens in Simulation Labs

  • The speaker mentions that none of the students in the simulation lab think they need VR and haptic gloves.

  • The speaker gives an example of using Microsoft HoloLens with Azure guides to solve the problem of limited faculty resources and time in teaching basic skills.

  • The speaker discusses the importance of finding ways to empower student and faculty creators, such as allowing faculty to create their own content and involving art students in creating interactive projects using CT brain scans.

  • The speaker emphasizes the need for social interaction and accessibility in educational VR solutions, as well as the importance of actively connecting different sections of the campus and overcoming silos.

5. Challenges in Implementing VR Technology

  • The speaker expresses concerns about faculty engagement and the difficulty of getting them to try new technology.

  • The speaker discusses the need to determine who will own the VR technology and the importance of strategic planning.

  • The speaker outlines the five aspects to consider when scaling VR technology: technology, content, institutional culture, implementation and system operations, and financial considerations.

  • The speaker mentions the peer work they have done and the successful implementation of an XR application in the School of Medicine.

6. Discussion about different modalities to solve a problem

  • Participants mentioned that considering it's 25 year old technology, it would have solved the problem. He questioned the fairness of claiming that virtual reality or standard reality can solve the problem. He also questioned the feasibility of a mobile internet version of the same thing.

  • Participants mentioned that getting people in the headset is the best way to sell it, but offering other options is crucial. He proposed a continuum of experiences and the need for alternatives for all audiences.

  • Participants asked if these other modalities can solve the problem and questioned the applicability of the technology.

  • Participants responded that it's not an either-or situation and suggested a continuum of experiences with different levels of convenience and fidelity.

7. Discussion about using multi-platform approach

  • Participants asked about using MDM and the multi-platform approach. Randall Rode mentioned looking at HoloLens and Intune for managing the devices. He discussed the need to make decisions regarding deploying quest headsets and providing alternatives for users.

  • Multiple speakers discussed the multi-platform approach for consumers of the technology, focusing on managing the devices and providing different experiences.

8. Discussion about incorporating XR into nursing education

  • Participants shared his background and experience with exploring XR in nursing education. He mentioned the challenges faced, including the weight of devices and the desire for smart glasses. He questioned whether XR is the primary solution for replacing standardized patients or mannequins.

  • Participants expressed concerns about the current limitations of XR technology and raised questions about its effectiveness as a primary solution.

9. Discussion about current technology and its implementation

  • The speaker emphasizes the importance of using technology that works today and not waiting for future advancements.

  • The speaker discusses the need to find ways to fit technology into the organization's culture and gain faculty support.

  • The speaker mentions the AV team as potential advocates for implementing new technology.

10. Discussion on haptics and VR capabilities

  • Participants mentioned the importance of having the right tools for specific tasks, such as haptics, and the potential future development of haptic capabilities through XR glasses.

  • Participants emphasized the importance of plug and play compatibility of adaptive tools in different facilities.

  • Randall Rode discussed the benefits of VR for practicing procedures without the need for haptics, especially for overwhelming experiences in simulation labs or clinical situations.

  • Participants shared a research paper that showed the effectiveness of VR in training medical students for surgical procedures and highlighted the importance of learning proper sequences in various fields.

  • Participants expressed enthusiasm for educators exploring the strengths and shortcomings of VR as a medium for learning in different domains.

11. Patient Education and Immersive Tech

  • Participants discusses her work on creating a content creation management and deployment solution for patient education using immersive tech.

  • Randall Rode mentions some early explorations at his institution around patient education and leveraging immersive tech, including support groups in VR.

  • Participants shares his unique perspective as a medical student and VR researcher, discussing the potential of VR simulations for medical education, particularly in emergency scenarios like codes.

12. XR and Gen AI for patient simulation

  • Participants mentions other companies using Gen AI for patient simulation.

  • Participants discusses the ability to modify scenarios on the backend, including medication, allergies, medical history, and voice intonation.

  • Participants and others discuss the potential of XR and Gen AI for exams, patient education, and visualizing viruses and pathogens.

13. Challenges of scaling AR and VR in medicine

  • Participants raises concerns about the challenges of scaling AR and VR in medicine, including determining appropriate use cases and getting clinicians engaged.

14. HoloLenses Usage

  • The team plans to conduct follow-up workshops and encourage faculty to integrate HoloLenses into the curriculum.

Will Meta’s Consumer Focus Collapse its Enterprise Vision?

The VRARA speak on security and adoption concerns following the debut of Meta Quest for Business. By Rory Greener.

This week, during an online speaker session, which included XR end-users and solutions providers, The VRAR Association (The VRARA) spoke on the real-world effectiveness of Meta’s recently launched business-ready headset management service.  

The leading XR hardware and software vendor debuted Meta Quest for Business in November following a previous iteration and beta testing stages. However, following a lacklustre push towards workplace XR by way of the Pro headset, Meta is revamping its XR portfolio as an inclusive tool for harnessing the much-hype industrial Metaverse. 

While Meta officials like the CEO Mark Zuckerberg and President of Global Affairs Nick Glegg assure that the firm’s XR portfolio is suited for businesses, it is up to the end-users of said solutions to decide.  

The enterprise XR space is full of big-name competitors, all claiming that their immersive solutions will be the ones to take the future of work forward and into the present day. 

The VRARA, however, are raising concerns over Meta’s enterprise (re)debut. During its online gathering, industry thought leaders and experts discussed how Meta’s “consumer-focused approach” could lead to poor-quality enterprise offerings.  

Will Meta’s Consumer Focus Bring Down its Enterprise Vision? 

According to the VRARA and its Global Executive Director Kris Kolo, Meta’s renewed dive into the business world – following the Quest Pro and other delves during the Oculus era – may be rife with issues.  

Meta is an openly consumer-first XR solutions provider. The firm’s latest Connect showcase highlighted this clearly, focusing on gaming and consumer smart glasses.  

Despite this consumer focus, Meta is keen to stay in the enterprise XR space as it develops a consumer portfolio. However, Meta may be making promises for the workplace without a strong product or development roadmap focused on providing XR at a standard that enterprise clients expect.  

Notably, the VRARA expressed concerns over Meta device, data, and code security – apparently, Meta declined to answer requests from the VRARA concerning security for business adopters of its XR technology.  

Moreover, security concerns are doubled partly due to the operational requirements for Meta-brand XR devices in the workplace. 

Notably, the VRARA highlighted how workers must log in with a Meta account for individual headsets, and Quest devices also require WiFi hotspots in remote areas. Natively, Meta Quest for Business users need to sign in individually, leading to concerns over company data and privacy.

However, it should be noted that with Shared Mode – additional Meta Quest for Business paid content – enterprise clients are not required to sign in with a Meta account, therefore, in theory, negating the security concern. Nonetheless, security concerns arise for those operating headsets outside the paid-for Shared Mode. 

Additional security concerns lead to some at the VRARA believing that the coding on Quest hardware – alongside connectivity concerns – can lead to potential backdoor hacking threats.  

Security is a massive concern for XR’s enterprise clients. Increasingly, firms representing sensitive fields such as aviation, government, and healthcare are XR’s most notable modern-day adopters and drivers. Each vertical requires incredibly robust security measures to ensure workers, systems, and data are safe from predatory third parties.  

If Meta cannot appease security concerns from end users, then other XR hardware vendors will take the firm’s place.  

Notably, as the industrial Metaverse wave of 2024 approaches, many firms like Microsoft, AWS, and Meta are attempting to lead it. Microsoft and AWS are integrating many business-grade digital services and related security measures to ensure end-users feel safe adopting each vendor’s XR technology.  

For example, Microsoft-brand XR services have found homes in major corporations such as Sanofi, Nexco East, and SNC-Lavalin – partially due to their existing security and application frameworks.   

On the other hand, Meta is working on enterprise offerings in the portfolio – working with clients such as Alstom and Esade Executive Education. The firm also offers services like Microsoft Office and ShapesXR via its headset lineup, and Meta still supports its Pro headset for businesses.  

More on Meta Quest for Business

Meta Quest for Business is a subscription service that supports enterprise users utilizing Meta Quest 2, 3 and Pro devices. Meta debuted the service in November, enabling clients to distribute devices and applications across their teams. Currently, the service is available to enterprise users in supported regions like the United States and the United Kingdom.

Meta Quest for Business offers the Shared Mode and Support Plus add-ons to enhance the service for enterprise clients. Shared Mode allows workers to participate without a Meta account, the long-standing concern with Meta entering the digital business solutions landscape.

Meta Quest for Business provides various XR workplace device management tools under its Admin portal. Team leaders can assign a Meta headset to an active subscription in order to manage and maintain it -while also assigning a Meta Quest device to a worker.

The admin portal also offers a team management hub that allows team leaders to assign accounts and devices with automation tools that streamline the process.

The service comes with a built-in MDM solution that gives team leaders direct control of their headset fleet, allowing team leaders to set bulk provisions, assign profiles, configure WiFi support, reset PIN access, review device status, and remote wipe devices.

Meta Quest for Business allows team leaders to manage XR applications and software distribution, giving them control over how Quest headset can access applications, such as deploying applications privately to a small group of users or making them available publicly as a widespread deployment – therefore streamlining the deployment of immersive applications by negating the device’s storefront to download applications individually.

While security and adoption concerns are fair play regarding Meta’s mixture of enterprise and consumer hardware, it appears that the firm and its leaders are taking the necessary steps to facilitate growth in each market.

Is Meta Serious About the Industrial Metaverse and Enterprise XR?

Nick Clegg posted a video in November promoting enterprise and education customers to leverage XR. The video came as the firm extensively advertises its portfolio as an avenue for end-users to access industrial Metaverse applications, including Meta Quest for Bussiness, which launched the same month.

In the promotional video, Clegg emphasized the potential of Metaverse technologies to transform work and education. He showcased how European companies use AR and VR to enhance industries and improve people’s lives.

Clegg also added:

European business leaders such as Lufthansa, Iveco, Alstorm, and Decathlon are already using immersive technologies to develop products, to train employees, and engage customers. – Others, like virtual medicine, are using Metaverse technologies in groundbreaking ways to support medical professionals, educators, and students in fully immersive digital environments. The impact of the Metaverse is real, and it’s happening today, right now. – As Metaverse technologies continue to progress, more and more opportunities will open up.

During the promotional video, Clegg highlighted the importance of laying the groundwork for the future industrial Metaverse based on the increasing talent pool, expanding knowledge bases, and exposure to new technologies.

Clegg explained that the impact of XR will only grow as more developers join and more educational/commercial institutions adopt the hardware. He also mentioned that as immersive technologies mature, they will help overcome cultural and economic barriers and create more business opportunities across Europe.

Furthermore, Meta aims to introduce many XR devices into homes during the 2023 holiday season to establish a foundational building block for introducing workplace XR. This consumer-focused strategy is designed to make headsets ubiquitous daily, with improved optics and familiarity. As a result, XR technologies will no longer seem overwhelming or difficult to understand when presented to workplace decision-makers – a similar approach that smartphone vendors took as they gained prominence as a workplace tool.

The government of the Basque Country, in Spain, awards a 1.5 million euro contract to Virtualware for 12 immersive rooms in vocational training centers

Bilbao, Spain, December 15 - The Basque Government has awarded Virtualware (EPA: MLVIR) a 1.5 million euro contract to create and install 12 multi-user virtual reality rooms in vocational training centers across this Spanish region.

The contract was published on the Basque Public Procurement Platform on Dec 14. It is part of the Basque Government's strategy to integrate immersive technologies into education, preparing students for future jobs.

Based on Virtualware's proprietary VIROO platform, the same used by major companies such as GE Hitachi and ADIF, these VR Rooms will enable interactive, cost-effective, and secure learning experiences while helping to connect in collaborative virtual environments.

The easy-to-use platform allows teachers and students to create, manage, and deploy virtual reality learning resources quickly and easily.

With this new contract, a total of 34 vocational training centres across the whole of Spain will now be equipped with the VIROO platform, setting the standard for this type of technology in education.

The initiative places the Basque Country at the forefront of implementing advanced educational technologies.

Virtualware has pioneered the development of virtual reality solutions for large industrial, educational, and healthcare organizations. Since it was founded in 2004, the company has received a wide range of recognition for its achievements. In 2021, Virtualware was recognized as the world's most innovative VR company.

More than 40 companies and institutions worldwide, including Gestamp, Invest Windsor Essex, McMaster University, the University of El Salvador, and EAN University, are already using the company's VR as a service platform. The Enterprise VR platform has been the backbone for developing strategic defense projects, critical infrastructure training, and innovative education programs.

It is headquartered in Bilbao, Spain, and has offices in Hamilton, Ontario, Canada. Its shares have been listed on Euronext since April 2023 under the ticker MLVIR.

Participate in VRList.xyz Referathon to Win Prizes and Raise Money for Charity!

"VRList.xyz is a directory that serves as an open marketplace for VR creators, instructors, entertainers, and proprietors to proudly showcase their talents and spaces to potential clients.


Currently running Referathon, which is a contest for all our members who want to spread the word about VRList.xyz by inviting more people to join our community. All you have to do is use your unique referral link (which you can find in your dashboard) and share it with your friends, family, or anyone who might be interested in VR. The prizes include the new Meta Quest 3 headset along with Amazon gift cards. Plus, we will donate $10 to a VR-related charity selected by the community for every qualified sign up during the contest period. Contest ends December 22, 2023!


Augmented Reality: what it is and why it will be relevant for us as people and professionals

Watch the recording of the meeting with Lorenzo Montagna, Katherina Ufnarovskaia, Fabio Codebue and Donato De leso which was held in STEP FuturAbility District as part of the cultural scientific program.

“AR” is a fantastic technology, although very simple to use, it is in fact very powerful because it is based on artificial intelligence, capable of giving us information, personal and contextual, in our field of vision. True magic! During the meeting we will talk about practical cases and possible applications.

Lorenzo Montagna is the Founder of Seconda-Stella (first Strategic Advisory company for Augmented, Virtual and Metaverse Reality) and President in Italy of "VR AR Association" (first world association in the field of immersive technologies). Mentor at Polihub of the Polytechnic of Milan and Cariplo Factory, Senior Advisor for PwC on emerging technologies. Author of 4 Mar-tech books including “Metaverso – Noi e il web 3.0” (Mondadori). He was CEO of Yahoo! for 13 years, before Altavista and Via-Michelin. His vision of technology as magic and as a strategy leads him to often be a speaker at international events on the topic of innovation.

Katherina Ufnarovskaia is CEO of a software house and co-founder of an innovative start-up operating in the field of immersive technologies. With 18 years of experience in the IT sector, you have held leadership and commercial positions and have dedicated your efforts to research and development projects. She is an expert in the field of Computer Vision and Artificial Intelligence, she is a pioneer in the field of XR technologies. Currently, she heads the start-up Augmented City, which has developed the largest AR Cloud, covering 182 cities around the world. This has created a space in the Metaverse where everyone can experience XR and GeoPose services. Her main business sectors include industrial AR, tourism, art and education.

Fabio Codebue is a passionate person, and with a long experience, for programming and everything related to technology. With a solid background in software development and a keen eye for detail, he consistently strives for excellence in every project he undertakes. His dedication to continuous learning and his ability to think outside the box make him a valuable asset in any technology endeavor. When he's not immersed in programming, he enjoys exploring new technologies, engaging in problem-solving challenges, and collaborating with like-minded people to create innovative solutions. It creates immersive solutions for Augmented and Virtual Reality with 360° systems optimized for large quantities of variable data over time thanks to its experience in managing restAPI servers, databases (FirebirdSQL and mySQL), Linux based servers and web development

Donato De Ieso - Co-Founder & CEO of lium srl→ He held the role of university lecturer and tutor for several years at UNIMI - Department of Computer Science - IT Security Systems. He has worked for over 20 years following IT innovation projects for various multinational companies. Proven entrepreneurial experience with exits on four innovative startups operating in the Computer Vision (AR), Fintech and Big Data sectors - VP of the VRARA Italia Association and Member of the AI ​​Council of the Digital SME Focus Group in EU Commission.

Explore VR Innovations with CXR

Welcome to the forefront of the future with CXR, where we're not just observing tomorrow's trends – we're crafting them. Dive into our latest innovation: Virtual Reality (VR) Training – a transformative approach to professional development that redefines efficiency and engagement.

CXR helped Millennium meet their goals through VR Training.

Millennium's VR Innovation with CXR

Uncover Millennium's transformative journey with CXR's custom VR training for fiber optic technology. This pioneering project converted complex concepts into an immersive, interactive learning experience, elevating both safety and comprehension. Experience Millennium's VR Training Transformation

Walmart's Life-Saving VR Training Success

In critical situations, VR training has proven invaluable. Discover how Walmart's VR training for active shooter scenarios crucially prepared their staff, significantly impacting their response during the El Paso incident. Explore Walmart's VR Training Journey.

The Proven Impact of VR Training: Insights from PwC:

  • 4x Faster Training compared to traditional classroom setups.

  • 3.75x More Emotional Connection to training content.

  • 4x More Focused than learners in standard e-learning settings.

  • 275% More Confidence in applying skills post-training.

VR Training: Beyond a Trend, an Adventure in Learning

Picture yourself in a training realm where boundaries vanish, yet every lesson is anchored in reality. VR training at CXR transcends traditional methods, transforming educational experiences into captivating, explorative adventures.

Unveil the Potential of VR Training: Connect Now!

Impact of Meta for Business and concerns from our community

During our weekly online sessions, our community (both the end-users and solution providers) share their expertise and experiences.

Recent discussions focus on Meta's business service launch, with concerns raised about Meta’s consumer-focused approach and lack of trust in the new offering. Participants expressed preference for other products due to security concerns. Concerns were also raised about the requirement to put devices in developer mode solutions and the security and code quality of the offering.

The discussion then shifted to XR headsets in enterprise, with participants mentioning other prevalent devices for the enterprise. The importance of processing power and valid business cases for XR headsets was highlighted.

Concerns were expressed about user adoption and the lack of availability and accessibility of XR headsets. It was mentioned that vendors are now offering to ship devices to potential users to improve the first-time experience. Data security concerns were raised, with Meta declining to answer requests and participants mentioning their unsuccessful attempts to reach out to Meta.

Discussion points about Meta's business service launch

  • Concerns about Meta's approach being consumer-focused and not focused on safe and secure device concept. He questions the decision to have Meta manage Android XR devices in secure areas and expresses a lack of trust in the new offering.

  • Concerns about the similarity of Meta's offering to previous ones and the lack of additional features. He mentions the availability of AD Azure support as one of the few new twists.

  • Question of whether the participants are willing to dive back into using Meta's offering, considering the negative lack of trust and previous experience of not having support and warranty.

  • General trend she has observed among technical people, who prefer other products like Quest due to security concerns and other Meta-related concerns.

  • Concerns by mentioning the limitations of Meta's offering, such as the need to log in with a Meta account on each individual device and the requirement of a Wi-Fi hotspot in remote areas. Comparisons were made to other headsets offering, which is considered better in terms of security and usage.

  • Transparency and profit-driven approach of other headsets offering, the importance of not being locked into one platform, and the preference for cross-platform tools.

Developer Mode Requirement

  • The reverse thing, though, that I am most concerned about is the requirement to get stuff into developer mode on the Quest first before you can get it into other tools.

  • The participants express concerns about the security and code quality of the offering, mentioning the potential risks of backdoor threats and the lack of foundationally different security measures.

  • The discussion continues with concerns about Meta's business model, data acquisition, and the lack of responsiveness to enterprise needs.

Discussion on XR Headsets in Enterprise

  • BlackBerry was always encrypted, safe, secure, and enterprise-friendly, but it didn't survive.

  • in enterprise and business-focused spaces, other headsets offering are likely to be the prevalent devices.

  • Apple has the best chance of having a distribution system that can rival what Meta has, making it easier to get stuff on Apple devices.

  • importance of processing power in head-mounted devices for detailed experiences and training in commercial use.

  • need for virtual headsets in the workplace and whether people actually care about using them for virtual monitors or other tasks.

  • XR headsets should be seen as tools and need a valid business case to be productive in the enterprise.

  • people may not want to be disconnected from their surroundings in a VR environment and deal with the complications of using virtual monitors.

XR Headsets and User Adoption

  • concern about the resistance to XR headsets due to the extra effort required and the availability of easier alternatives.

  • constant stressing of the importance of users putting on the headset and the challenge it poses from an enterprise and business standpoint.

  • concerns about the lack of availability and accessibility of XR headsets for potential users, highlighting the limitations of current enterprise strategies and the inconvenience of the existing business model.

  • vendors are now offering to ship devices to potential users to improve the first-time experience, covering the cost of the device and shipping.

Data Security

  • concern about the industry not adopting the practice of deploying in a secure environment without dialing home to the internet.

  • Participant mentions that Meta declined to answer a request about the Helikon cases full of quests.

  • Participant confirms that Meta declined to answer a request and suggests having them on the next time.

  • Multiple Participants mention that they reached out to contacts on the Meta business side but were declined.

  • Meta is reading the sentiment of the group. Meta representatives were present.

XPANCEO Unveils Three Innovative Smart Contact Lens Prototypes in Dubai Lab

The prototypes that scientists presented demonstrate how XPANCEO has managed to overcome the limitations associated with the thickness of the lens. The company has created components such as a micro projector, biosensors, and electronics that can be integrated into the lens, maintaining the device transparent, thin, and lightweight.

On December 6, the international deep tech company XPANCEO officially opened a laboratory in Dubai and publicly presented three intermediate prototypes of a revolutionary smart contact lens for the first time. Ultimately, the company aims to create a device as thin, invisible, and weightless as traditional lenses, seamlessly integrating AR, health monitoring, and supervision features. 

Fitting a plethora of components needed for this project such as micro projectors, biosensors, and power electronics into a small, comfortable lens is a challenge. XPANCEO’s R&D team, uniting 40 scientists and engineers from leading universities and research centers worldwide, has moved away from traditional tech, utilizing novel low-dimensional materials as thin as an atom, advanced optics and nanophotonics, and transparent, flexible conductors. XPANCEO's renowned research has placed it among the top 10 global corporate research institutes making it the top 1 in the UAE, according to the authoritative Nature Index ranking. Founded by entrepreneur Roman Axelrod and physicist Valentyn Volkov in 2021, XPANCEO has created three "first-in-the-world" prototypes in under 3 years. 


"We are developing the next generation of computing, the ultimate device that merges all existing gadgets into one. It will allow one to use all apps and softwares in a single weightless interface. At the very least, it opens up a $790 billion Augmented Reality and Contact Lenses market,” --  says Roman Axelrod, Founder of XPANCEO.

In October, XPANCEO announced that it has received a $40 million investment from Opportunity Ventures (Asia), underscoring the pioneering nature of their technology. This funding not only allowed them to begin the work on combining the prototypes into a single device but also facilitated the construction of their cutting-edge laboratory, covering an expansive area of over 250 square meters.


The first prototype XPANCEO unveiled introduces the world's first holographic lens. This device, with a resolution of 640x480 and a thickness of merely 0.2 millimeters, just like a human hair, displays images comparable to those previously possible only with glasses and full AR/VR headsets. Already showcasing a field of view comparable to traditional headsets, the lens has the potential to become the only gadget with an unlimited field of view.

A scientist experimenting with the holographic lens

The second prototype demonstrates the capability of creating small yet accurate biosensors suitable for lens integration. The current focus is on achieving high levels of detection to analyze the lacrimal fluid, constantly secreted in our eyes, facilitating the measurement of glucose, cortisol, and other hormone levels. Additionally, these sensors can measure vibrations or dimensional changes in the eye, corresponding to different levels of heart rate, moisture, or intraocular pressure. 

The third prototype introduces a patent-pending technology of transparent and flexible conductors based on quasi-two-dimensional gold. These conductors, the thinnest in the world, enable the integration of various electronic components into the lens without sacrificing transparency, flexibility, or thinness. From power supply components to electrochemical sensors, this technology creates the platform for seamless integration of any details into the lens.

A scientist demonstrates a lens with integrated electronics. Courtesy of XPANCEO

“These developments clearly demonstrate the ability of XPANCEO to deliver the components needed for the smart contact lens creation. Now we are facing  a harder challenge of integrating them into a single device. We are confident that we can meet this challenge and plan to present the first prototype of the perfect smart contact lens by the end of 2026” –– concludes XPANCEO’s Co-founder, Dr. Valentyn Volkov. 

Dr. Volkov demonstrating the holographic lens

 

About the company 

XPANCEO is a deep tech company developing the next generation of computing via an invisible and weightless smart contact lens that is as natural to the wearer as their own vision. Our lens reinvents the whole concept of human-technology interaction and redefines the way we experience both real and digital worlds, including social media, content consumption, and gaming. Merging all your gadgets into one, the lens transforms the everyday into an infinite eXtended Reality experience, replete with advanced real-time health monitoring and comprehensive practical recommendations, superpowers like night vision and zoom, and cutting-edge privacy and security measures.  ​​




VRARA Bytes Podcast: Adam Isley/Artemis Immersive

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 Adam Isley, Founder and CEO of Artemis Immersive 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!

Develop XR With Oracle, Ep 6: Summarizer + Generator using Database, Vision AI, Cohere, Hugging Face, and Open AI

In this sixth article of his series, Paul Parkinson describe and provide full source for a mixed reality app that takes any visual and audio input from a user’s surroundings, processing it with various AI, and returning output of summaries, results of generative AI, etc. Read the article here.

This is the sixth piece in a series on developing XR applications and experiences using Oracle and focuses on visual and audio input from a user’s surroundings, processing it with various AI, and returning output of summaries, results of generative AI, etc. Find the links to the first five articles below:

Develop XR With Oracle, Ep 1: Spatial, AI/ML, Kubernetes, and OpenTelemetry
Develop XR With Oracle, Ep 2: Property Graphs and Data Visualization
Develop XR With Oracle, Ep 3: Computer Vision AI, and ML
Develop XR With Oracle, Ep 4: Digital Twins and Observability
Develop XR With Oracle, Ep 5: Healthcare, Vision AI, Training/Collaboration, and Messaging



Virtualware Secures $352,000 Deal with Kessler Foundation in the US


Spain, East Hanover, NJ – December 7 , 2023 – Kessler Foundation, a leader in rehabilitation research and Virtualware, a frontrunner in Europe’s virtual reality market join forces in a new $352,000 deal to continue further research and development aimed at advancing spatial neglect rehabilitation using virtual reality (VR) and tele-rehabilitation technology.

This latest development stems from a strong, ongoing partnership initiated in 2018 between the VR innovator and the New Jersey-based disability-focused non-profit.

The intervendraftstion, known as Kessler Foundation Spatial Retraining Therapy (KF-SRT®), continues to be developed under the direction of the Foundation’s senior research scientist Peii Chen, PhD, at the Center for Stroke Rehabilitation Research. KF-SRT aims to enhance control of spatial attention and body-environment awareness through an immersive training process, which is a safe, interactive, and game-like VR environment. The flexibility of the portable VR equipment allows KF-SRT to be implemented in various clinical and home settings.

“Since 2018, this partnership has been marked by continuous innovation and has revealed a significant advance in the development of immersive VR technology for the treatment of spatial neglect, a hidden disability among individuals who have sustained stroke and other types of brain injury” .

said Dr. Chen. Spatial neglect disrupts basic self-care and daily activities, hindering rehabilitation outcomes and functional recovery.

“KF-SRT is grounded in established theories of neurorehabilitation for spatial neglect. By making the treatment game-like, we improve patient engagement and motivation to complete the treatment regimen while receiving rehabilitative benefits,” noted Dr. Chen. “As VR hardware and software become more affordable and accessible, innovative therapy paradigms like KF-SRT will continue leading the way in rehabilitation, facilitating treatment delivery, improving outcomes, and reducing the burdens on individuals, families, and society.”

KF-SRT engages the user’s visual system through stimuli presented in a head-mounted display while simultaneously engaging their motor system through head and positional tracking and a marker-less hand-tracking device. The Annals of Physical Medicine & Rehabilitation published “Immersive virtual reality treatment for spatial neglect: An agile user-centered development process” (DOI: 10.1016/j.rehab.2021.101592), authored by Dr. Chen and Denise Krch, PhD, senior research scientist in the Center for Traumatic Brain Injury Research in which they reported that therapists expressed unanimous satisfaction with the KF-SRT user interface, and patients have reported a preference for the VR experience over conventional therapy.

“In this landmark collaboration with the Kessler Foundation, we at Virtualware are excited to push the boundaries of virtual reality in rehabilitation. Our commitment, through this important deal, is to innovate and expand our VR technologies for the betterment of those suffering from spatial neglect” Unai Extremo, CEO of Virtualware, concluded.” concluded Unai Extremo, CEO of Virtualware

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. It is based in Bilbao, Spain, and has offices in Hamilton, Ontario, Canada.

The company went public on Euronext Access Paris in April 2023, where its stock currently trades at 7,50 euros a share.

Kessler Foundation, a major nonprofit organization in the field of disability, is a global leader in rehabilitation research. Their scientists seek to improve cognition, mobility, and long-term outcomes, including employment, for adults and children with neurological and developmental disabilities of the brain and spinal cord including traumatic brain injury, spinal cord injury, stroke, multiple sclerosis, and autism.

Kessler Foundation also leads the nation in funding innovative programs that expand opportunities for employment for people with disabilities. For more information, visit KesslerFoundation.org.