Vote for Get Real in LAVNCH [CODE]’s 3rd Annual Out of This World Experiences Awards (OoTWEA)

VRARA Member Get Real was recently nominated as a finalist for an award from media firm LAVNCH/code for a metaverse homecoming experience they created for their client (University of Maryland Global Campus) last fall. See details and VOTE! Voting for the award is now open and runs through Friday April 5th at 11:59 pm ET. 

University of Maryland Global Campus’ (UMGC) Homecoming 2023 – Reach for the Stars involved design elements that literally can not be replicated in the real world. The fact that it was hosted in the metaverse meant that there were no real physical boundaries or limitations to the potential of what could be delivered to the client. The combination of limitless design possibilities and the metaverse truly delivered an out of this world experience for all who attended.

The journey with UMGC showcased Get Real’s ability to blend creativity with technical prowess to deliver a unique virtual immersive experience to the UMGC team, students, and alumni. The project underlined why Get Real continues to innovate using immersive technology to foster stronger ties between key members of its clients’ community.
The engagement metrics supported the success of the project, highlighted by:

  • Over 2,200 visits to the Welcome Area (Hub) yielding over 39,000 total user minutes.

  • Over 1,100 visits to the Networking Lounge, with an average of 24 minutes spent in the experience per visitor.

  • Over 13,000 total user minutes spent in the Celebration Zone during the live DJ event.

Support your co-VRARA member and cast your vote for them before Friday, April 5th!




Has Healthcare Reached the “Tipping Point” for Mass Adoption of XR?

The use of virtual and augmented reality technologies (collectively known as extended reality or just XR), in the healthcare industry is on a dramatic rise.  Some industry analysts predict healthcare to be one of the fastest growth industries for the use of XR. 

Recently there have been many press releases and case studies from organizations that have implemented XR solutions for patient care starting from analysis, diagnosis, critical care, therapy, surgical procedures, and of course medical professional training.  Are these indicators that we are at the “Tipping Point” for mass adoption of XR in the Healthcare industry?

However, there are many skeptics and naysayers in the healthcare industry .

So where are we really at in terms of adoption of XR in the healthcare industry?

That was the primary question that was asked during the recent VR/AR Association Healthcare Summit at the University of Miami on February 24, 2024.

This 1 day conference and technology exposition was hosted by the University of Miami and brought together physicians, researchers, and technology companies who are leading the way in using XR to share information, experiences and opinions about where we are, and where we are headed in terms of adoption of XR in healthcare.

With over 100 attendees both in person and virtually on the ENGAGE XR platform this conference exceeded attendees expectations.

We would like to thank the VR/AR Association South Florida Chapter, the University of Miami and our conference sponsor Magic Leap for helping us put on this initial event.

If you weren’t able to attend the Miami event then you can join us in Orlando on April 11th and 12th for the VR/AR Central Florida Chapter Immersive Technology Summit at Full Sail University where we will have a track and exhibitors focused on XR and healthcare such as eXeX (the first company in the world to use the Apple Vision Pro in surgical operations who are from Orlando), AdventHealth University, Orlando Health, the US Defense Health Agency, US Army, Navy and Air Force.  In addition hardware providers such as HTC Vive, Magic Leap, Varjo, Magnetic 3D will participate and be showcasing their solutions and experiences. 

Due to the success of the Miami event we are looking to host Healthcare summits with our VRARA Chapters and other associations around the world. If you are interested, please contact John Cunningham at john@thevrara.com.

Please watch the highlight video of the VRARA Healthcare Summit!  

Call for Participation in our VRARA Enterprise Summit 2024: XR, Digital Twin, AI

After our successful virtual event Best of Europe: XR, AI, Immersive Tech on LinkedIn Live (we had 3200+ attendees with 30+ speakers, plus 100’s more watched on X twitter, and Facebook!), we are doing our next virtual event, Enterprise Summit 2024 XR, Digital Twin, AI on LinkedIn Live.. REGISTER HERE!

LinkedIn has 1 Billion users and we expect 1000s to participate in our event! Plus, more than 57M businesses are listed on LinkedIn, and our event will help elevate your brand and get you established as an authority in the industry.

If you would like to sponsor and or speak at this event, please email kris@thevrara.com

See our previous Enterprise Summits:

VRARA Enterprise & Training Forum 2023

VRARA Enterprise Forum 2022

VRARA Enterprise Summit 2019

Summary from our Voice-Enabled VR Activities Reshaping Language Therapy Experiences

Ognjen Todic and Nikola Paunovic from Keen Research presented our online session https://www.thevrara.com/industry-committees on Voice-Enabled VR Activities Reshaping Language Therapy Experiences , with 25+ professionals.

Ognjen Todic provided an overview of Keen Research's voice-enabled VR activities for language therapy, emphasizing the benefits of on-device processing and privacy. The discussion also covered the benefits of local processing, the SDK and customer use cases, and Pragmatica's virtual reality solution for speech and language therapy. Challenges in accessing speech therapy were highlighted, along with the company's business model and future plans. The regulatory pathway, voice data storage, use cases of the solution, integration with existing VR programs, hardware and battery consumption, voice recognition and noise, supported languages, and pricing model were also discussed.

Voice-enabled VR activities for language therapy

  • overview of Keen Research and their software development kit for on-device feature cognition.

  • benefits of on-device speech recognition and how their product, Keen ASR SDK, enables voice-enabling applications locally without the need for internet connectivity.

  • Keen Research develops SDKs for on-device speech recognition.

  • developers integrate Keen ASR SDK in their applications to voice-enable them.

  • privacy and security benefits of on-device processing, ensuring compliance with regulations like HIPAA, COPPA, and GDPR.

  • importance of on-device processing, including offline functionality, network independence, and scalability.

  • advantages of on-device processing, such as privacy, security, and removing dependencies on network and back-end services.

Discussion about the benefits of local processing

  • The speaker mentions the benefits of running everything locally, including no latency, easier customization, and cost or usage-based cloud solutions. They also mention having full control over data and users' data and its use.

Discussion about the SDK and customer use cases

  • SDK and its features, including native SDKs for iOS, Android, and Linux, a web JavaScript SDK in beta, and a Unity plugin. They also mention supporting multiple languages.

  • customer use cases, including Metronic, University of Louisville, Viacom, Paramount, PBS Kids, and Pragmatica, with use cases in education and VR training.

Discussion about Pragmatica's virtual reality solution for speech and language therapy

  • VR solution for speech and language therapy. They mention the positive feedback and traction received for their VR activities.

  • the problem they are trying to solve, which is the limited availability and high cost of speech therapy for children with communicative disorders.

Challenges in accessing speech therapy

  • The average cost of speech therapy is $150 an hour, which can go up to over $250 an hour in metropolitan areas. Some waitlists for appointments can be as long as 6 to 12 months, and even longer due to the COVID-19 pandemic.

  • The core product is virtual reality activities that allow individuals to practice their communication skills independently. These activities are professionally curated and tailored for clients.

  • The company's solution is to create virtual reality activities that mimic speech therapy sessions, allowing individuals to practice their communication skills at home. This solution aims to provide immediate intervention and overcome the barriers of cost and availability.

  • The advantages of the virtual reality product include the use of Keen Research's voice recognition technology, custom tips and personalized feedback, and the immersive and transferable practice it offers. Virtual reality allows for hands, head, and gesture tracking, which is beneficial for individuals with autism.

Business model and future plans

  • The company's business model involves selling the product as a subscription plan for $150 a month, providing access to all virtual reality activities and the data dashboard.

  • The company is based in Canada and plans to expand to the US market. They have competitors in the VR therapy space but highlight their product's autonomy and voice recognition capabilities as unique advantages.

  • The team plans to finish stage one of their marketing strategy by the end of the year and move on to stage two, which includes ad spend, digital marketing, and social media. They also discuss the need for seed funding by September 2025.

Regulatory Pathway

  • the regulatory pathway for the company's intervention in the field of suicide prevention and clinical trials. Karthik explains that FDA approval is not mandatory in speech and language therapy, but they are looking into regulatory approvals for insurance purposes. The main concern is data privacy.

Voice Data Storage

  • where the voice data is stored. the processing happens locally on the device and there doesn't need to be a recording on the device. However, there is an option to store the recording if needed.

Use Cases of the Solution

  • traction in EdTech, language learning, entertainment/education, and frontline worker scenarios such as warehouse operations and healthcare procedures.

Virtual Reality (VR) and Audio Virtual Reality

  • concern about the lack of voice communication in her VR research study and asked if it could be integrated with an existing company's VR program.

  • the integration of voice communication into an existing VR program would require the company to integrate their SDK.

  • a Unity plugin, but the integration with an existing VR program would require the company to integrate their plugin into their product.

Hardware and Battery Consumption

  • custom hardware, typically Linux or Android devices, can be used for running the recognition locally.

  • the battery consumption during recognition, which varies depending on the CPU and typically takes 20 to 60 percent of a single CPU core.

  • the impact on battery is negligible for most use cases, except for always-on listening scenarios where ruggedized Android phones with stronger batteries may be required.

  • cloud-based services can drain the battery due to Wi-Fi or internet connectivity, making always-on listening in the cloud not feasible.

Voice Recognition and Noise

  • the acoustic models used for voice recognition are trained with noisy data to make them more robust.

  • background noises are typically not challenging for their SDK, but cross talk, especially in situations with multiple people speaking simultaneously, can be harder to handle.

Supported Languages and Adding New Languages

  • the system currently supports English, Spanish, German, and French.

  • models optimized for kids' voices in English.

  • adding new languages is considered straightforward, requiring a lot of speech data. They are open to adding more languages based on business needs.

Pricing Model

  • the company's licensing model and compares it to Azure's pricing model.

  • the trade-offs between the two pricing models and highlights the suitability of their product for larger user bases or environments with unreliable internet connectivity.

VRARA Central Florida Immersive Technology Summit April 11/12: Register for Free Today!

In March 2023, we held the inaugural VRARA Central Florida Immersive Technology Summit at Full Sail University and hosted over 800 attendees in an action packed 1 day event. This year, the 1st Annual VRARA Central Florida Immersive Technology Summit will be bigger and better and will span over 2 days (April 11 & 12) and plan to host over 1000 attendees.

The Summit will bring local and global experts in the area of XR, AI and other immersive technologies together to share and learn about the technologies that are changing the way we play, learn and work and why Central Florida is being recognized as a leader in Immersive Technologies.

Recently, VRARA COO and Orlando Chapter President John Cunningham discussed with Kevin O’Donovann the upcoming event, including how those who cannot make the event in person can still attend for FREE!

Here is just a sampling of what to expect:

- Conference (3 tracks) -  Available in person or virtual on Engage XR -  11 April

- "Hands On" Developer XR workshops with Unity, Apple Vision Pro, Magic Leap, Varjo, ESRI and others - 11 April 

- Conference Reception - 11 April

- Women in Technology Breakfast - 12 April

- Technology Expo - 25 Companies - 12 April 

- Career Fair (40 companies) - 12 April 

Learn more details on these events AND reserve your FREE spot today!

THIS is the future of soft skills training

Guest Post from 3spin Learning Co-Founder Thomas Hoger.

Teaching soft skills with today's analog methods is difficult. Dialog with real people is absolutely essential, but *in learning* it quickly lacks variety and becomes predictable, as you can usually only talk to a few people with relatively similar backgrounds and perspectives – but that's not what the real world of communication is like.

Immersive dialog training with AI comes in all facets, infinite variations and is completely individual, based on the learner's knowledge, reactions and progress.

Watch this video to see how Lufthansa Aviation Training Group (LAT) uses immersive learning with AI on the Apple Vision Pro to give cabin crew the knowledge to de-escalate difficult situations above the clouds. LAT wants to sell this scenario "out of the box" in the aviation industry. If you are interested, get in touch with Gilad Scherpf .

Are you in a different industry and want to use other types of dialog training such as sales conversations, negotiation techniques, conflict resolution, effective communication or job interviews? This scenario was created without any programming in the software 3spin Learning. With a few clicks, you too can create, edit and publish scenarios for hundreds of learners worldwide.


100% adaptive training – the holy grail of learning that HR managers have wanted for decades and that was impossible just over a year ago is now on the market, affordable and available to everyone.

What would YOU use it for?

Recap of our Best of Europe: XR, AI, Immersive Tech event; 3200+ attendees, 30+ speakers. Watch video recordings here.

Our event brought together key leaders and innovators in the mixed reality and spatial computing space in Europe, offering unique insights and perspectives on the latest developments in the industry. Presenters included Lufthansa, Volvo, Mondelez, Hugo Boss, TUV Nord, WURTH, Microsoft, and many others!

We had 30 speakers and the presentations covered Microsoft Mesh, Apple Vision Pro, AI, and so much more! And, we had 3200+ attendees on LinkedIn Live, plus 100’s more on X twitter, and Facebook!

You can rewatch the video recordings here

If you're not a Member yet of our global association yet, see all the benefits and apply here

If you would like to speak at and or sponsor our next event, please email kris@thevrara.com

Other Highlights:

  • Lufthansa presented their solution for Apple Vision Pro

  • Insights from the inimitable Timmy Ghiurau on his overall creative process and how he brought 5 separate silos of VR development at Volvo together under one cooperative vision from a janitor's cupboard.

  • Microsoft Mesh delivering on what Horizon Workrooms set out to do regarding meeting remotely in VR as effectively as in person.

  • 3Spin learning's Noel Ludwig did a very brave LIVE demo of their no code AI powered solution to building VR training scenarios for Lufthansa with a just few clicks of a button and a handful of appropriately-engineered prompts

  • ArborXR's David Burch helping all sorts of VR companies deploy across the world with ease

  • The great-sounding book of Accenture's Nick Rosa: Understanding the Metaverse - a business and ethical guide

  • WarpVR's Danny de Bruijn reminding us of the importance of narrative driven training and wielding a combination of 3 GPT's to handle a) story outlining, b) non-linear narrative development and c) scene-enhancement

  • Areyes's Ivan Pavluchencko opening ar' (sic) eyes to how the future of brand communication may well land at the interface of gaming, AR and ads

  • Dr Rolf's incredible introduction to the all powerful VR Direct enabling consistency and ease of construction of a wide variety of VR projects.

  • Avatarcam's Marcin Klimek ensuring that one's 3D representation in VR space feels personable, conveying the real you as closely as possible

  • General Electric's VERNOVA business doing industrial safety training at huge scale thanks to Virtualware

  • Highligths Source: Richard Lewis

 

See all 30 speakers/presentations here

Immersive Spaces: Expert Roundtable

Originally appeared on XRtoday.com.

Thought leaders from HTC VIVE, the VRARA, and Tiny Brains, share their thoughts on enterprise-grade immersive spaces

Increasingly, the earth’s population is occupying immersive and virtual spaces. Ever since the mid-20th century debut of video games, generations of gamers have immersed themselves in exciting digital spaces.

Now, in 2024, with the rise of XR and spatial computing technology, new types of end-users are leveraging digital spaces for emerging use cases outside of the gaming sector.

With new generations becoming increasingly familiar with digital spaces, thanks to the massive gaming industry firmly planting itself as one of the most popular forms of entertainment, the enterprise sector can leverage this familiarity to create engaging workplace solutions, from virtual meeting rooms to XR training solutions.

As more and more emerging generations understand the potential of online or offline digital spaces, the enterprise sector may continue to see immersive spaces within workplace environments, from the office to the frontline to marketing departments.

Joining XR Today to speak in immersive spaces are leaders representing a range of immersive solutions providers of virtual spaces.

  • Thomas Dexmier, the AVP of Enterprise Solutions EMEA, HTC VIVE

  • Kevin O’Donovan, Co-Chair VRARA Industrial Metaverse & Digital Twin Committee, VRARA

  • Kevin Joyce, Chief Executive Officer at Tiny Brains Ltd, and STYLY XR Global Partner 

How can a business best leverage immersive spaces Today? What use cases exist that introduce the value of immersive spaces for businesses?

Kevin O’Donovan

It depends on the industry you’re in. I’ll speak to what I’m familiar with within the energy industry and industrial space. VR and AR training gets people up to speed faster and saves time, effort, and money.

The second one would be sharing ideas. What I mean by that is that everything we design Today is a 3D model, and instead of getting everybody flying physically to one place and pouring over one screen or one set of printouts, you can do it remotely.

You can also use immersive spaces interoperably, where some people may be on a PC, and others may be in VR. But everyone gets a spatial perspective. I’ve seen this used in many companies where they’ll bring in people who are not necessarily facility designers. Whether on a VR interface, PC, or a 3D monitor showing a 3D rendering, they get a perspective of the size and shape of a facility, especially in VR.

When looking at a 3D render, engineers may say, “I need to walk down that corridor; that’s too narrow. I can’t walk down with a toolbox in both hands.” So they get an idea of what the place will look like and spot any issues they might see from their experience.

Additionally, there is a skills shortage in the energy industry and in many industries across the board, regardless of your country. Workers might never have been to a location before, so you can train them in VR or 3D models. It’s about speeding things up. People’s time is the most valuable commodity we have.

Kevin Joyce

Aside from the typical use cases, such as virtual meeting spaces or remote comms, the opportunities available for immersive spaces are wide-ranging. But before a business decides to invest, they need to decide what their end point goal is. Are you looking to foster a community or simply create a value-add for your existing customer base?

There are numerous platforms that allow you to create and or customize you own immersive space, essentially offering a spatial version of a Discord. These are great facilities for various tasks, but while they may be relatively simple to create, they are very time-consuming to moderate. As such, companies must be precise in their execution if they choose to follow this route. It’s lovely (and commendable) to attempt to create an all-encompassing space for your community to exist and feel free to share anything they so choose. However, without an extensive team of moderators, you’re likely to fall foul of a few pitfalls.

Keep it focused. Are you a company developing training solutions? Incorporate some video examples and brief demonstrations, and leave it at that. There’s no need to be everything to everyone all the time.

Thomas Dexmier

Collaboration is the key to success for many organizations – how can we maximize our productivity and improve communication with colleagues to ultimately benefit the business? Traditional approaches like voice and video calls are not engaging and are increasingly seen as a burden.

We strongly believe that immersive spaces have the potential to empower a workforce to collaborate efficiently and securely and, most importantly, across whatever device or platform they prefer – be it an XR headset, tablet, laptop, or smartphone. They create a sense of presence, enabling real connection and focus. And that’s especially important for remote workers, where it helps fight isolation and improves productivity.

A powerful use case is design review collaboration using digital twin visualization. At VIVE, we have recently unveiled our Polygon Streaming solution. Simply put, it allows for interactive, high-quality, detailed 3D models on any device. Polygon Streaming works seamlessly in-browser across different platforms and devices including smartphones, tablets, web browsers and XR headsets. Once, it would have required a powerful gaming PC to achieve these results, but Polygon Streaming makes it possible on everyday devices.

What challenges come from introducing immersive spaces for small and large-scale businesses?

Thomas Dexmier

Any new technology in the workforce has to be deployed the right way. People were cynical when PDAs came along, and Today, we can’t imagine working without smartphones – once people see how good the tech is, they embrace it.

It’s key to make sure that immersive spaces are accessible to everyone – regardless of the device they use. Friction loses users and engagement. Training sessions can be important but really, a business has to give people a reason to keep coming back to the tech.

There isn’t a singular approach that would work for everyone, because every company’s culture is different. And that’s one of the benefits of immersive spaces: the platform is very flexible, and it’s very easy to build something that’s engaging. When rolling out this technology, there should be a mixture of serious and fun – let people see and try out the true productivity benefits while also building in time to enjoy the experience.

I do think it’s important to lead by example and shape how your teams use technology. So the senior management needs to be engaged and hosting sessions in immersive spaces regularly.

Kevin O’Donovan

The simplest one would be you can’t just hand most people in a business Today a VR headset, a Vision Pro, or a set of augmented reality glasses and expect them to become instantly productive.

There’s a learning curve. How do I onboard people just using the technology? We’ve seen the same with Zoom and Teams. How many people use Zoom, and not necessarily all of its capabilities? Instead, they are just proficient with it and the etiquette.

You can’t just give a worker a headset. There’s that onboarding process regardless of what you’re using. So you can’t assume that everybody will use an immersive space and then find it a good experience.

Kevin Joyce

As stated above, it’s moderation that can become the biggest hurdle. The development of an immersive space is easier than ever, as is onboarding. However, if you have a large community you’re planning on migrating to an immersive space, you need to be aware of the opportunities you’re affording them. There’s likely to be one or more rotten eggs in that number, and ensuring they don’t ruin the space for others is important.

If you plan on launching an immersive space, no matter what the scale of your company, you’ll need to ensure you have a moderation team fully equipped for the task. Not just a ban hammer but the tools to deal with any unforeseen community issues that may arise. Few things are ever black-and-white, and it often takes skill to asses the truth behind disagreements in a virtual capacity.

How can a business measure ROI from an immersive space? What use cases best present a positive ROI for companies with different use cases?

Kevin Joyce

The ROI of an immersive space greatly depends on what your goal for that project is. If you want to upsell your customer base, revenue is an obvious metric. However, if you’re looking to drive engagement or create a facility for user feedback, the measurements for ROI may be a little more vague.

As ever, my recommendation would be to drill down to the core goal. Measure that against both financial and time investment on rival channels. For example, if you’re looking for engagement, you can measure return visits or direct communications per input as a direct competitor to X (formerly Twitter), Facebook, or any other platform used by your comms team regularly. The numbers will be skewed significantly at first due to the nature of building your own space as opposed to using an existing platform, however, you can expect some more balanced metrics to arrive a few months down the line.

What’s more, engagement in an immersive space is likely to have far more impact on the user than a traditional text-based app or platform. As such, it’s likely better to add additional weight to those engaging through an immersive space over other social media platforms.

Kevin O’Donovan

It does come back to the use case; you have the investment’s cost relating to developing a perfect 3D model or employing someone for six months and building one.

The ROI has to be put against what I am saving. What’s the saving for time out of the office, travel, and expenses? If I can cut down the training time so that I don’t have to wait for the factory to be built and then do six months of training, instead, a team can do three months of pre-training using 3D renders of a facility as it is being built.

Thomas Dexmier

This is a question which is asked a lot and there isn’t a simple answer. To some extent, it depends on the industry. For organizations which use a lot of visualization, immersive spaces make a lot of sense and with the ability to share high-quality 3D models, it will be easy to see the benefits – rapid iteration, and it’s quicker to get to the final product. Similarly, when presenting ideas or products to customers, the ability to take them on an immersive journey and help them to understand the product is key.

But what about the other organizations? Before the pandemic, the conventional wisdom was that being in a physical office from 9-5 every day was a great ROI. But now the world has seen that remote and hybrid working can deliver the same and often even better results.

So the real question is, what even is ROI to some? There are metrics which can be put in place around engagement and learning, or collaboration and productivity. But that doesn’t apply to every organization. We know that, ultimately, a happy and engaged workforce can be a powerful asset – and that’s very difficult to measure in any circumstance.

Will immersive spaces replace traditional remote meeting/collaboration tools or enhance them?

Kevin O’Donovan

So, there will be some unique use cases where it may be replaced, where it might be better to walk through a 3D design in VR than trying to do it on a team call.

But to be quite honest, because of some of the challenges, not everybody can do it. Not everybody has the bandwidth, for example. For me, it’s about enhancing; we’ll still use the traditional way for a long time.

Kevin Joyce

I don’t believe immersive spaces will replace traditional remote meeting platforms in the short term. There is a wealth of evidence to suggest that they can increase productivity, however, at present, you’ll still find some employees less willing to adopt the technologies than others.

In the same fashion that smartphones have become de rigueur, so too will immersive technologies in time. Companies investing in these platforms and immersive spaces at present are significantly ahead of the curve. It will take time for the reach of immersive technologies to grow and for employees to adapt to them.

However, setting the agenda early is not necessarily a bad thing! As with smartphones, having a company coordinated in immersive spaces will eventually become the norm, and having teams that are familiar with such platforms early will provide many unforeseen benefits down the road.

Thomas Dexmier

Technology is there to support humanity. We believe that immersive spaces have the potential to enhance the way we collaborate and can act as an extension of traditional physical or virtual meeting spaces. We’re also bringing technologies like AI into these platforms to help people be more productive by reducing time spent on routine, like taking minutes, so you have more time for the important things.

There’s no single solution which works for everyone, it’s different technology for different use cases. Sometimes, you need a lightning-quick chat – so you phone people. Other times, you can send an email because you’re in different time zones.

Immersive spaces will provide a hugely powerful and flexible tool which can make a real difference in workplaces. We’re already seeing a lot of positive feedback about VIVERSE for Business becoming an essential part of an organization’s suite of tools.

Apple Vision Pro: A Step into Spatial Computing

From VRARA Member Travancore Analytics:


Embarking on the innovative realm of VisionPro has been an enlightening experience for users, and Travancore Analytics has recently embraced this cutting-edge technology to develop transformative applications. As users of VisionPro, we have had the privilege of exploring its functionalities and witnessing its capabilities firsthand. In this article, we'll share our personal experiences and insights as VisionPro users, shedding light on the user-friendly features and the value it brings to the development process.

Moreover, we'll delve into Travancore Analytics' recent venture into VisionPro, highlighting how this decision has shaped our approach to application development. With the acquisition of VisionPro, we aim to leverage its robust features and enhance our capabilities in crafting sophisticated applications for our clients.

Join us on this exploration of VisionPro, from the user's perspective and the organizational adoption at Travancore Analytics.

Job Opportunities at Coventry University


Technical Skills Instructor 

We are looking to appoint a highly motivated technician to support and teach in our new film studio and post-production suite. This role provides specific expertise, instruction, demonstration, and technical facilitation/support in assigned areas of the Film Studio, Post-production and Media Asset Management. Providing film studio management, recording, lighting, editing and workflow skill support and instruction to the faculty, but more specifically in the areas of Film Production and Media Production.

You will provide support to the production processes in the Film Studio including the management of the studio space and in providing skills support with recording, lighting and editing workflows. This post will support the broader activities of the College but be primarily focussed on students of Film and Media Production

For more information and to apply, visit Technical Skills Instructor-(coventry.ac.uk)

For an informal discussion about the role, contact Dr Bianca Wright, bianca.wright@coventry.ac.uk

Senior Technician - Immersive 

Coventry University, UK

We are looking for an immersive technician who can support and oversee our immersive studios and deliver high-level creative production skills support in fields such as AR, VR, MR, XR, spatial computing, motion-capture, immersive/binaural audio and sensor-based interactive media. Our two immersive studios offer industry-leading performance capture capabilities and collaborative mixed reality/ immersive headset-based experiences as well as spatial audio capabilities.

For more information and to apply, visit Senior Technician - Immersive (coventry.ac.uk)

For an informal discussion about the role, contact Dr Bianca Wright, bianca.wright@coventry.ac.uk

Senior Technician - Hack

Coventry University, UK

We are looking for a Senior Technician - Hack to oversee our new Hack Labs and contribute to the effective running of workshops, laboratories, and studios across the College estate. As Senior Technician – Hack, you will provide instruction, demonstration and technical facilitation within the College of Arts and Society. You will be providing high-level creative production skills support in the fields such as physical computing (electronics, Raspberry Pi and programmable technology), Internet of Things, microcontroller robotics, extended reality (XR), sensor arrays, projection mapping and/ or holographic display technologies for creative practice, among others.


For more information and to apply, visit Senior Technician - Hack (coventry.ac.uk)

For an informal discussion about the role, contact Dr Bianca Wright, bianca.wright@coventry.ac.uk


Design Reviews Giving You a Headache?

*Guest Post from VRARA member Campfire 3D *

Ever get headaches figuring out how to share CAD models and collaborate on designs? Campfire can make that a LOT easier. Join us on March 28th for a webinar where we'll share the secrets:

  • Effortless model sharing across your team 

  • Make design reviews feel like everyone's in the same room

  • Impress customers with interactive 3D presentations way cooler than slides

 

Get excited about the future! We'll also give you a sneak peek at how Campfire integrates with Apple Vision Pro for next-level experiences. Don't miss hearing from Campfire CEO Jay Wright and COO Roy Ashok!. Reserve your spot today!

Industrial IMMERSIVE Sessions Now Available!

The 6th annual Industrial Immersive Week brought together industrial, energy & engineering immersive tech leaders, software developers and VR / AR / XR, Spatial Computing, 3D and Digital Twins solution providers to share first-hand experience, insight and advice for implementing and scaling immersive tech programs in enterprise operations.

In his presentation, “Bridging the Industrial Skilled Workforce Gap with XR & AI”, our President Nathan Pettyjohn addressed the fact that over 10,000 baby boomers will retire every single day for the next 15+ years, leading to a $600 billion economic output deficit by 2030 in a gap of over 7 million workers. This is just the manufacturing category alone. His presentation covers how XR technologies are helping to solve this across several different cases and offers up several industry statistics on how this is providing an ROI for enter.

In addition to Pettyjohn's insights, COO John Cunningham shared a compelling case study on GE Vernova implementation. Titled "Complex Safety Training for Nuclear in VR - Bridging Physical & Virtual Worlds," Cunningham's presentation showcased the innovative use of VR to enhance safety training in nuclear facilities. Through engaging videos and real-world examples, Cunningham illustrated how VR technology seamlessly integrates physical and virtual environments to deliver effective training experiences. Watch his replay below!

VRARA Member dilium Announces the Official Launch of the Spatial Drawing App for VisionOS.

From VRARA Member dilium:

dilium is excited to announce the official launch of the Spatial Drawing app on the Apple Store for #VisionOS.

After receiving an overwhelming response to our video teaser, we have accelerated the release of this groundbreaking application. 
#SpatialDrawing empowers users to unleash their creativity by offering a seamless platform to draw, create, experiment, and have fun.

Achieving this goal was also made possible thanks to our participation in the Apple #DeveloperLabs in London and Cupertino in 2023, which gave us the opportunity to discuss with Apple engineers, receive feedback and guidance on how to develop on the latest #AppleVisionPro.

This milestone coincides with our recent participation in INNOVIT - Italian Innovation and Culture Hub, a renowned accelerator program for Italian innovative startups and companies, supported by the Italian Ministry of Foreign Affairs. During this program, we had the opportunity to showcase and validate our app in #SiliconValley, interfacing with and taking advice from the best #innovators in the world.

Commenting on the launch, dilium's CEO, Donato De Ieso, stated: "Spatial Drawing is a pioneering entry into the VisionOS ecosystem because it opens up a world of possibilities. However, we are only at the beginning. In fact, we are already working to make this app a new frontier for collaboration".

Spatial Drawing doesn't stop there though. Talking developer to developer: we give the opportunity to anyone who wants to integrate spatial drawing within their app to request our #SDK and enrich their solution. Our team of expert will be available to answer to all of the questions and offer technical assistance for any type of need.

About Innovit: the first Italian Innovation and Culture Hub in San Francisco, promoted by the Directorate General for the Country System of the Ministry of Foreign Affairs and International Cooperation, in collaboration with the Embassy of Italy in the US and the Consulate General in San Francisco, and managed with the support of the ITA - Italian Trade Agency and the Italian Cultural Institute of San Francisco.

XR and GenAI in Enterprise: Interview with VRARA Minneapolis Chapter President Nick Roseth

XR Today’s Rory Greener hosts Nick Roseth, Founder of Explore Design and VR/AR Minneapolis Chapter President.

In this session, we discuss, XR and genAI solutions in enterprise environments, including:

Industry drivers of XR

  • GenAI as a driver of the market

  • XR and genAI relationship

  • Approaching a data-sensitive sector and already demanding sectors

  • XR/genAI forecasts

Aditya Mani appointed as Co-Chair of VR/AR Association Retail Committee

We are thrilled to have Aditya Mani help us lead our community for Retail! Join our weekly online sessions!

Aditya Mani is the founder of the YOLOgram Style: A direct to avatar platform where consumers can style their avatars with branded wearables and share immersive stories to social. He has taken a keen interest in showcasing digital fashion on avatars (both brand ambassadors as avatars and consumer avatars). He has actively participated in the retail & metaverse groups at VRARA and has contributed as an author in industry reports for the groups. He is an advisor in AIXR for the Retail Industry focus and also on the Chair of the Digital Fashion Group of Metaverse Standards Forum. Keenly looking at the digital fashion world from the lens of AR (body tracking), metaverse (persistent embodiments on avatars) and 3d commerce as well as playable commerce (showcasing fashion in gaming platforms). Aditya is also on the Advisory Board of the Metaverse Fashion Council. He also serves as Expert Faculty on the National Institute of Robotics and AI.

I am excited to co-chair the retail committee because the era of Spatial Computing is finally here & retail brands can win in this new world!
— Aditya Mani, Founder & CEO: YOLOgram

Job Opportunities with VRARA Member Sony Electronics Inc.

VRARA member Sony Electronics Inc. is looking for the risk-takers, the collaborators, the inspired and the inspirational. We want the people who are brave enough to work at the cutting edge and create solutions that will enrich and improve the lives of people across the globe. In addition to competitive pay and benefits, we offer an environment and culture that promotes Diversity, Equity and Inclusion.  In addition, our team members enjoy innovative work-life balance opportunities including a hybrid home/office workplace, monthly “Free Fridays”, and early shutdowns on Fridays throughout the year (including half-days during the summer).

 

So, if you want to join a “Best Place to Work” company and make the world say wow, let's talk.

We are seeking a highly motivated and detail-oriented Sr. XR (Extended Reality) Co-Marketing Specialist to join our dynamic XR team. As an XR Co-Marketing Specialist, you will play a crucial role in developing and executing co-marketing initiatives for our XR products and solutions. This role requires a deep understanding of the XR industry, strong analytical skills, and the ability to collaborate with cross-functional teams to drive successful marketing campaigns.

Additionally, we are seeking a proactive and results-driven XR (Extended Reality) Business Development Specialist to join our dynamic team. The ideal candidate will have a deep understanding of XR technologies, strong business acumen, and a proven track record in developing and nurturing strategic partnerships within the XR ecosystem. As an XR Business Development Specialist, you will play a pivotal role in expanding our market presence and driving revenue growth through the establishment of key partnerships and collaborations.

Apply today!

Central Florida Immersive Technology Summit to be Held at Full Sail University April 11-12, 2024

WINTER PARK, FL – March 7, 2024 – The VR/AR Association Central Florida Chapter is proud to present the 2nd annual Central Florida Immersive Technology Summit on Thursday, April 11 and Friday, April 12, 2024, hosted on Full Sail University’s campus. The event welcomes technologists, business leaders and job seekers alike. The Central Florida Immersive Technology Summit is a two-day conference that explores the future impact of VR/AR technologies, business strategies, and solutions. The free event is open to the public and advance registration is required. 

“We are honored to host the VR/AR Association Central Florida Chapter once again for its second ever Central Florida Immersive Technology Summit,” said Dr. Haifa Maamar, Executive Director of Emerging Technologies at Full Sail University. “As an integral part of the region’s vibrant tech scene, we at Full Sail are thrilled to host the event and welcome the tech community to campus. Our aim is to facilitate networking opportunities and host career events that unite individuals, ultimately bolstering the tech ecosystem.”

 

The two-day event will include a robust technology expo where companies will highlight innovative technology solutions, a career fair where attendees can take advantage of networking opportunities with various tech-focused employers, as well as a plethora of industry technology and educational speaking tracks and panels. The summit expects to attract participants from a variety of industries including technology, aerospace, healthcare, entertainment & travel, sports & fitness, and higher education.

“Many of the world’s leaders in immersive technology will be coming to share their technology and meet with companies and individuals from the Central Florida region to explore how we can collaborate and address the growing global demand for immersive technologies and solutions.  This is our second year of this event, and it will be bigger and better than last year and cover 2 full days,” said John Cunningham, COO, VR/AR Association. 

Check out the event homepage to register and learn more about the 2nd annual Central Florida Immersive Technology Summit.

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About Full Sail University: 

Full Sail University is an award-winning educational leader for those pursuing careers in entertainment media and emerging technologies. Founded in 1979, Full Sail has received numerous accolades throughout its 45-year history, including most recently being named a 2023 "Top Game Design School" by The Princeton Review, and recognized as the 2022-2023 "School of the Year" by the Florida Association of Postsecondary Schools and Colleges.  

 

Full Sail University is a graduate and undergraduate degree-granting institution offering on-campus and online degree programs in areas related to Art & Design, Business, Film & Television, Games, Media & Communications, Music & Recording, Sports, and Technology. With over 96,353 graduates worldwide, Full Sail alumni have worked on countless award-winning projects with individual recognition including Oscar®, Emmy®, Grammy®, Addy® and The Game Award honors.

About the VR/AR Association – Central Florida Chapter: 

The VR/AR Association (VRARA) is an international organization where XR meets reality, designed to foster collaboration between solution providers and end-users that accelerates growth, fosters research and education, helps develop industry best practices, connects member organizations, and promotes the services of member companies.

Media Contacts  

Jakeyla Hawks – Full Sail University Public Relations Manager - jhawks@fullsail.edu - 407-455-0060

VR/AR Association – Central Florida Chapter – orlando@vrara.com 



Virtualware appoints a new USA operations president, John A. Cunningham, to lead the company's growth in the American market


BILBAO, Spain and Orlando, FLORIDA March 4, 2024.– John A. Cunningham has been appointed President of Virtualware USA operations, as Virtualware (EPA: MLVIR), the European leader in enterprise Virtual Reality solutions, starts operations in the country.


As announced recently, expanding into the United States is an important element in the company's 2024-2026 strategy. Around 40% of the company's total 2023 signed contracts value came from the U.S
In the spirit of this strategy, Virtualware aims to expand its presence in the U.S. market to support existing customers and cultivate a robust ecosystem of partners to create innovative training solutions for enterprise customers.


Cunningham will start his tenure immediately and begin working with partners and clients alike to reinforce Virtualware's stance in crucial sectors, including energy or defense, transport, logistics, or health.
He will be based in Orlando.


Prior to joining Virtualware, Cunningham founded and led Unity's Government and Aerospace business. He has a long stint in leadership roles, including at Aruba Networks, Motorola, H.P., and Verizon. His career includes executive leadership roles at Carnegie Global Learning and Carnegie Mellon University.
He served in the U.S. Space Force Association (SFA) as the Director of Special Programs and COO of the VR/AR Association (VRARA).


Virtualware, a Euronext Paris-listed company, has been developing cutting-edge VR solutions for over two decades. It counts with blue chips such as GE Vernova and institutions such as the Spanish Ministry of Defense among its clients.


"John's proven track record in the tech industry and his experience with global SaaS expansion make him the ideal leader for our U.S. operations. We've collaborated for many years, and I'm confident in his ability to drive our expansion strategy forward," said Unai Extremo, CEO of Virtualware.


"I am honored that Virtualware has invited me to lead their U.S. operations. They are proven leaders in the enterprise virtual reality industry, and the VIROO platform is powering some of the leading corporations in energy, transportation, manufacturing, and the military," Cunningham said.
"I believe we are at the "tipping point" for broad adoption of Virtual Reality in the enterprise, and in my opinion, the VIROO platform is the best platform on the market to enable rapid scaling of enterprise VR. Our entry into the US will help accelerate adoption of immersive solutions and create new opportunities for companies who are looking to be solutions providers in this rapidly expanding technology segment" he added.


Headquartered in Bilbao, Spain, Virtualware is a global pioneer in developing virtual reality solutions for major industrial, educational, and healthcare conglomerates. It was listed in Euronext Paris in April 2023. In 2023, the company posted record revenues of 4.52 million euros.
In 2021, Virtualware was acknowledged as the world's most Innovative VR Company.
A recent equity research report by Litchfield Hills' Theodore R. O'Neill posted a Buy Rating and a target price of 10 euros per share.