VIRTUALWARE REPORTS REVENUES OF €2.034 MILLION AND NET PROFIT OF €199,164 IN 1H2024

BILBAO, Spain, July 18.– European Virtual Reality company Virtualware, a VRARA member, recorded revenues of €2.034 million in the first half of 2024, a growth of 28.09% over the same period last year.

According to unaudited results released this morning on Euronext Access Paris, the company’s EBITDA in the first half amounted to €344,539.

This figure represents an improvement of 299.16% compared to €86,317 for the first half of 2023.

The net profit for the first half of 2024 was 199,164 euros, compared to a loss of 25,759 euros in the first half of 2023. This shows that the company’s strategic decisions have ushered in a new growth phase.

The results are the fruit of consolidating the company’s new business model, which involves a shift to the SaaS model and the growth of its customer base through the induction of technology partners.

Unai Extremo, CEO of Virtualware, explained, “The significant and continued growth we are experiencing is good news, and the margin results reflect something we anticipated when we decided to radically change our business model and bet on the development of a SAAS platform such as VIROO.”

“We hope to be able to continue this dynamic in terms of results over the next six months,” he added.

Headquartered in Bilbao (Spain), Virtualware is a global pioneer in developing virtual reality solutions for large industrial, educational, and healthcare conglomerates.

Virtualware’s flagship product, VIROO, facilitates the adoption of virtual reality in enterprises thanks to its ease of use, robustness, and scalability. Recognized as a pioneering XR platform for training, VIROO is fast becoming the global reference for developing and deploying multi-user VR applications in industry and education.

VIROO is already being used by more than 40 companies and institutions around the world, including GE Vernova, Ontario Power Generation, Gestamp, ADIF, the Spanish Ministry of Defense, Invest WindsorEssex, McMaster University, the University of El Salvador, Conalep and EAN University.

In May, it won the award for Best Training Solution at the 2024 XR Awards organized by XR Today.

Following the publication of its 2024-2026 Strategic Plan, the company announced the appointment of John A. Cunningham as President of its U.S. operations.

.The company made its stock market debut on Euronext Access Paris in April 2023. Its shares are currently trading at €8.40 per share, reflecting a market capitalization of close to €38.153 million.

The market consensus currently stands at €10 per share, according to the most recent report published by Litchfield Hills Research.

See full earnings report here.

Recap of our AI-Driven Healthcare VR Apps

Tess McKinney hosted, AI-Driven Mindset Shift Technology for Personalized Enhancement of Well-Being and Peak Performanc, during our weekly online sessions.

The discussion highlighted an AI Healthcare app, designed to enhance personal well-being through cognitive interventions, breathing exercises, video therapeutics, and psychodynamic interventions, targeting stress and anxiety. Research presented emphasized the impact of geometric shapes and fractals on emotions and well-being, alongside the effectiveness in improving mental health outcomes, particularly during the COVID-19 pandemic. The potential of art and VR to influence gene expression related to inflammation and immunity was also explored. The meeting concluded with insights on user engagement strategies for the newly launched consumer access app, noting preferences for session lengths and the comparative effectiveness of mobile versus VR platforms.

Overview of the App and Its Purpose

  • an app that assists users in shifting their mindsets to feel better and perform at their highest potential.

  • The app targets well-being specifically related to stress, anxiety, and distraction, while also providing insights for enhancing performance.

  • It is deployable on various platforms, including mobile devices, desktop computers, televisions, virtual reality headsets, and in the metaverse.

3. Components of the Platform

  • The four major components are cognitive interventions, breathing exercises, video therapeutics, and psychodynamic interventions.

  • Cognitive techniques include growth mindset tips, daily inspirations, affirmations, high performance tips, and random acts of kindness, all aimed at positively influencing users' mental states.

  • Breathing exercises offered are based on research and include techniques like triangle breathing and box breathing, which have been shown to be effective.

4. Impact of Geometry and Fractals on Well-Being

  • Research indicates that geometric shapes can significantly impact well-being, with circles eliciting positive responses and upside-down triangles causing fear.

  • The fractal channel is based on the observation that the human body and nature share similar fractal designs, which can positively affect brain function.

  • The brain is influenced by symbolism and architecture, which are being incorporated into the development of new art and fashion paradigms.

  • A seven-pronged regional brain approach was developed to address various forms of anxiety, recognizing that different individuals experience anxiety in distinct ways.

5. Impact of Art and Virtual Reality on Health

  • Research published in Mayo Clinic Proceedings Digital Health indicates that long-term transcendental meditation can down-regulate 49 genes associated with inflammation and activate genes related to immunity and oxygen carrying capacity.

  • A study found that listening to 20 minutes of Mozart's Violin Concerto No. 3 resulted in changes at a genetic level, boosting the function of tiny RNA molecules that control genes related to inflammation and brain development.

  • designed to cater to a broader audience, including those who do not meditate, by offering features like cognitive and breathing exercises, making it a versatile well-being platform.

  • The platform discussed is being used in various settings, including wellness rooms, fitness centers, and first responder stations, and is available on major VR consumer and enterprise platforms.

6. Platform Overview

  • The platform aims to help users feel better and perform at their highest by providing personalized video experiences and insights that can be accessed across multiple devices.

7. User Engagement with App Duration

  • In studies, participants expressed a split preference regarding the duration of app sessions, with 50% wanting longer sessions and 50% preferring shorter ones. However, many users indicated they lack time for even a five-minute relaxation session, suggesting that a three-minute experience would be optimal.

PIXO VR + IIFX Deliver NextGen Virtual Reality Training to Mercedes Benz Stadium Staff

July 9, 2024, Jackson, Mississippi – On 25 and 26 June 2024, frontline workers, supervisors, and managers at Mercedes Benz Stadium were the first to participate in the  ASPIRE (Action – Study – Prepare – Inspire – Rise – Be Exceptional), a training program jointly developed by the Innovation Institute for Fan Experience (IIFX) in partnership with Intel Corporation, Dell Technologies, PIXO VR, with the support of VRARA Member PIXO XR and the National Minority Emerging and Innovative Technologies Consortium. 

The ASPIRE initiative is designed to deliver industry-relevant skills training to the multi-generational sports and entertainment industry frontline staff, supervisors, and managers using virtual reality technology.  This joint initiative addresses a skills gap for the sports and entertainment workforce,” said Dr. Lou Marciani, the Director and Co-Founder of IIFX.  

ASPIRE provides workers with virtual reality training from PIXO that enables them to easily access effective immersive training to enhance their professional competencies and capabilities. The program provides sports and entertainment workers access to relevant, curated content through NextGen technology to help them grow their skills, increase their competency, and enhance their capabilities for current and future roles.  IIFX chose to partner with PIXO as they are focused on helping workers win at work, and their patented platform that can support this kind of scale. 

Virtual reality training delivers a fully immersive and interactive learning experience.  This training, in topics such as conflict resolution and other skills, can engage workers, and help sports and entertainment venues recruit and retain a multi-generational workforce by providing transferable, highly marketable skills.

As with many sectors, the sports and entertainment industry, which released millions of workers during the Covid-19 pandemic, is trying new ways to recruit, train, and retain a multi-generational workforce in the post-pandemic era.  

Workers should be confident that they have the skills they need to win in their work role. Critical to an inclusive post-pandemic job recovery is providing engaging training opportunities to develop essential skills to the people hardest hit by job losses, including lower income workers, women, and underserved and underrepresented groups. 

“The IIFX purpose aligns well with PIXO’s,” says Sean Hurwitz, CEO and Founder of PIXO. “Our goal is to partner with the best companies in their field, like IIFX in sports and entertainment, and together empower employees to win at their jobs. Virtual reality training increases employee confidence, leading to reduced turnover, risk, and costs. Training in a realistic, interactive virtual environment quickly gives workers the experience to tackle those situations in the real world, whether it’s CPR, driving a forklift, or handling conflict. We are excited to partner with IIFX to see how training in Virtual Reality will impact the sports & entertainment industry.”

“We are thrilled to start the ASPIRE initiative with AMB Sports + Entertainment and Mercedes Benz Stadium’s outstanding team of frontline staff, supervisors, and managers.  We are pleased to be here with PIXO, who is empowering the training concept with virtual reality courses and PICO XR, who is generously providing their amazing virtual reality headsets”, said Dr. Marciani.  

The ASPIRE program will be delivered to four additional professional sports and entertainment venues in 2024, that host Major League Baseball, Major League Soccer, National Basketball League, National Football League, and the Women’s National Basketball Association.    

To get involved in the IIFX ASPIRE skilling initiative, contact IIFX, at marciani@iifx.org or info@iifx.org.

About PIXO VR

An industry leader for Extended Reality training solutions, PIXO is a pioneer in learning innovation, with service excellence and performance results to help companies—and their customers—win at work. PIXO’s dedication to innovative XR training that’s even easier to deploy, use and manage has resulted in our Reality Intelligence™ (RI) platform. RI offers global and large-scale training organizations the opportunity to add value to training offerings by giving users the ability to manage their portfolio of VR programs with unmatched flexibility, customization and ease.  PIXO is turning Virtual Reality into A Winning Reality™.

About IIFX

Founded in August 2020, the Innovation Institute for Fan Experience (IIFX) is building the leading and most trusted authority on the ‘FAN JOURNEY’ for the sports & entertainment industry.  IIFX provides training, industry content creation, FAN JOURNEY best practices, consultancy, and business and education services to domestic and international sports & entertainment organizations. 

Learn More

Announcing the VRARA Executive Forum Program!

The VRARA, where XR meets Reality, is excited to announce their exclusive program for business and innovation team executives who want to learn how to leverage XR and AI in their businesses and collaborate/learn from the experts in the industry and their peers from "non-competitive" organizations.

Led by COO John Cunningham, this exclusive program is for "end user" business and innovation leaders. It is not a technology program but rather a 12 month "Executive MasterClass in XR/AI" program with cohorts of up to 10 individuals with curated programming.

The best thing about the program is that it is FREE for our Corporate Innovation Team and Corporate level members. What a benefit!

There is nothing like this out there today, and the VRARA is launching this much needed program to help executives figure out how to scale XR and AI!

If you are interested, please email john@thevrara.com for more information.

The 1st Cohort starts August 1st then a new cohort starts each month.

Learn about Unity Cloud - Data Streaming to VR on July 24

On July 24, learn about Unity Cloud - Data Streaming to VR from Jack Strongitharm of Unity during our Best in XR, Digital Twin, and AI.

With projects and CAD/BIM models getting more detailed and complex, we then try to push all this effectively in one built application, but this is not generally possible without manual intervention. With the release of the Unity Cloud and the Asset Manager, we can overcome this limitation delivering 3D Data Streaming via 3D tiles of any CAD or Meshed models. In this session, we will cover the essentials of what is now possible and do a live demo.

Jack serves as the Senior Solutions Engineer for the Industry sector at Unity. With a strong background in the industry, he brings valuable experience as a civil and site engineer to his current role. Prior to joining Unity, Jack held technical expertise positions at both Autodesk and Faro, where he honed his skills in cutting-edge technologies. In his current capacity at Unity, Jack plays a pivotal role in advancing Building Information Modeling (BIM) models and projects. His primary objective is to transform BIM into an interactive experience for Digital Twins, leveraging the formidable capabilities of Unity. Through his work, Jack contributes to the evolution of AEC practices, pushing the boundaries of technology and design to create immersive and innovative solutions.

About our event

Our VRARA Enterprise Summit 2024: Best in XR, Digital Twin, and AI is a virtual LinkedIn Live event with 30+ speakers and sessions. We expect 1000s of attendees.

VRARA Welcomes New Global Advisory Board Members

The VRARA is pleased to announce the addition of Munjeet Singh of Booz Allen Hamilton, Daniel O'Brien of HTC Vive, Jonathan Martin of Magic Leap, and Dan Nieves of Meta to the Global Board of Advisors. Their expertise will further allow VRARA members to flourish in a community that values and celebrate creativity and ambition.

Along with our current outstanding board members Amy Peck of Endeavor XR and Brian Volegsang of Qualcomm, they will support the executive leadership team and members of the Association to help develop new programs and initiatives to further the mission of the VRARA to foster collaboration between spatial computing solution providers and end-users in order to accelerate growth. 

“We are really excited to have these leaders joining our global leadership team”, says VRARA President Nathan Pettyjohn. “With their passion for XR, tremendous experiences in growing technology organizations around the world, and hands-on experience in their fields, they will help us take the Association to the next level and provide even more value to the XR ecosystem globally”.

Banuba's Virtual Try-On Technology Boosts Boca Rosa's Pre-Launch Event Sales to Over $900,000

Banuba, a leading provider of augmented reality solutions, played a pivotal role in the success of Boca Rosa's highly anticipated pre-launch. The event, held over 4 hours, saw Boca Rosa sell an impressive 64,413 items, totaling more than $900,000 in sales. 

Banuba's cutting-edge virtual try-on functionality (VTO) revolutionized the beauty shopping experience for over 1.1 million attendees at the event. By leveraging this technology, customers were able to virtually test Boca Rosa's cosmetics, allowing them to visualize how the products would look on them before making a purchase.

The integration was facilitated by metaKosmos, Brazilian technology company and a partner of Banuba. They helped Banuba and Boca Rosa get in touch, demonstrated the advantages of VTO and provided technical support.

The virtual try-on feature proved to be a game-changer, with a staggering 1.73 million try-on sessions conducted during the event. This innovative technology not only enhanced customer engagement but also significantly increased conversion rates, driving sales and solidifying Boca Rosa's position as a trailblazer in the beauty industry.

"We are thrilled to have partnered with Boca Rosa to deliver a truly immersive and interactive shopping experience for their customers," said Anton Liskevich, CPO/Co-Founder at Banuba. "By integrating our virtual try-on technology, we were able to provide a personalized and engaging platform that empowered consumers to make informed purchasing decisions."

The success of the pre-launch event underscores the growing demand for innovative solutions that bridge the gap between online and offline shopping experiences. Banuba's collaboration with Boca Rosa exemplifies the power of augmented reality in transforming the beauty industry and shaping the future of retail.

About Banuba:

Banuba is an augmented reality company with over 8 years on the market, pioneering face tracking, virtual try-on, and virtual background technologies. Banuba provides software development kits (SDKs) for augmented reality and video editing, as well as ready-to-integrate solutions for virtual try-on on face, hair and hand.

Recap summary of our meeting with Merck

During our weekly online sessions, we had the opportunity to talk with an executive from Merck.

The conversation centered around the benefits of using virtual reality (VR) training in the chemical industry, including reducing site ramp-up times and improving safety. Participants discussed the importance of change management and involving subject matter experts in the process, as well as the factors that influence the adoption of VR training, such as age and technology familiarity. The need to prove a strong return on investment and have concrete numbers to implement trainings focused on health, safety, and environment was also emphasized.

The meeting began with a discussion on XR applications, focusing on augmented reality and virtual reality in chemical operations. Challenges in implementing AR/VR solutions at Merck were highlighted, particularly regarding data privacy and cybersecurity. The importance of user involvement and change management in implementing solutions was emphasized. The meeting also covered the application of XR technology in training and operations, the impact of age on work adoption, and the necessity of real practice alongside virtual reality training. There was a decision to implement VR-based training for safety and a plan to present at our Enterprise Summit on July 24th.

XR + AI for organizations that are BUILT-TO-LAST

We added more speakers and sessions for our Enterprise Summit 2024: Best in XR, Digital Twin, and AI on July 24, including GM, Merck, Boeing, UPS, Lenovo, Amazon AWS, Eastman Chemical Co and already have 1650+ people registered.

​Ashish Kulkarni​, CEO at ​Bell Immersive Technology Solutions​ (part of ​Bell Energy​), will present: XR + AI for organizations that are BUILT-TO-LAST. Get an insight into successful implementation of XR + AI in Large Organizations (10K+ employees). Know about XR + AI solutions in the Energy, Aviation, Ports, Healthcare and Defence Sectors. Learn about design XR + AI solutions to increase revenue.

Ashish Kulkarni, specializes in helping enterprises design and implement innovative solutions that increases revenue growth, fosters sustainability, and strengthens organizational resilience. As an engineer and technology designer with a passion for driving product development, Ashish has successfully implemented enterprise-wide XR-AI solutions for large organizations in the Energy, Ports, Healthcare, and Governance sectors.

Bell Immersive Technology Solutions​ is a global tech company implementing transformative solutions in XR. With global experience through offices in USA, UK and UAE, they apply international best practices to their client solutions. Bell Immersive offers concept, design, implementation, and project management services for XR powered by AI. Products such as ALERTSim, AI Insights, Greenwave and Paradigm are used by organizations globally and help them build lasting organizations.

About our event

Our annual ​Enterprise Summit​ will be a virtual LinkedIn Live event. LinkedIn has 1 Billion users and 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. Our last virtual event on LinkedIn Live, ​Best of Europe​ was very successful with lots of engagement; we had 3200+ attendees and 30+ speakers. Plus, 100’s watched the recordings!

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

dilium announces the launch of 3DtoMe on Apple Vision Pro: A New Era for 3D Design and Spatial Collaboration

dilium, an innovative Italian SME specializing in the design and development of projects based on Frontier Technologies for the digital evolution of B2B and B2C channels, has launched the 3DtoMe app now available on Apple Vision Pro. 

From Mobile to Mixed Reality: The Evolution of the 3DtoMe App 

With 3DtoMe for iOS, the company embarked on a journey with the goal of making complex tools accessible in a simplified manner, allowing users to create high-quality 3D models by taking simple photos with their device. This made 3D modeling accessible and intuitive, opening new way for designers without the need for specific skills. With the subsequent launch on macOS, 3DtoMe introduced advanced tools for annotations, creating 3D models from professional photos, and the ability to import existing models, facilitating sharing in formats suitable for web integration and augmented reality. The Web Viewer further extended the platform's accessibility, enabling the viewing and interaction with 3D models directly from the browser without the need for any software. 

The Web Viewer further extended the platform's accessibility, enabling the viewing and interaction with 3D models directly from the browser without the need for any software. 

A New Level of Innovation with Apple Vision Pro 

After the extraordinary success of  Spatial Drawing, the spatial drawing application launched by dilium last March in San Francisco, which achieved over two million views on social platforms, the excitement for the world of Spatial Computing led to the release of a 3DtoMe version dedicated to Spatial Collaboration. Thus, this app takes the innovation of the entire system to a higher level. 

Regarding the launch of 3DtoMe on the Apple Vision Pro store, Donato De Ieso, Co-founder and CEO of dilium and Italian Chapter President of VRARA, declared:

“We can't wait to see what our users will do with all the possibilities offered by our latest app. The moment of release is always exciting because it offers new stimuli to push beyond one's limits. This release will provide ample space for creativity and allow for unprecedented collaboration. Regarding Spatial Collaboration, it's like being in a Zoom or Teams call, except that people can share and interact with their products within their environment.” 

This launch represents a significant milestone for dilium and confirms the company's ongoing commitment to innovation and providing cutting-edge tools for design and Spatial Computing professionals. 

3DtoMe App: Now Available in the App Store

The 3DtoMe app is now available in Apple stores for free. The 3DtoMe ecosystem will offer various plans designed to meet the needs of professional users, covering a range of costs starting from $29.99/month to the complete solution with all features valued at $79,99/month. A third customizable plan is also available for enterprise companies. 

For more information, visit the website https://3dto.me

APP: https://apps.apple.com/us/app/3dtome/id6449940075

A demo video is available on YouTube: https://www.youtube.com/watch?v=A-C4-XObDIA


dilium: The Company

dilium is an innovative SME that, through specific skills in the Information and Communication Technology (ICT) and Technology Innovation Management (TIM) sectors, offers innovative technological solutions to support companies in growing their business. The company specializes in next-generation technologies such as Machine Learning & AI, Blockchain, and Spatial Computing to support digital transformation in B2B and B2C markets. Starting from analyzing clients' needs, it maps the technological landscape to build a performant development program. In September 2023, dilium was selected by Apple to participate in the Developers Lab in London and Cupertino for the new Apple Vision Pro. As part of research and development, the company holds a European patent for the use of a random extraction algorithm in Augmented Reality contests conducted through the AR Win platform.


Contact the author: 

dilium S.r.l.

Donato DE IESO

Email: donato@dilium.com

AR for Education: New Scopes to Revolutionize Training

A prominent educational institution sought to revolutionize student learning experiences by engaging Travancore Analytics to develop a highly interactive training solution for understanding DC generators. We incorporated cutting-edge AR technology to meet industry standards and exceed client expectations, enabling self-learning and distance education scenarios seamlessly.

To develop an immersive training program for interactive learning of DC generators, we created a sophisticated 3D model enriched with comprehensive multimedia content. Integrated into a Unity application, our solution leverages the Vuforia library to detect real hardware and recognize planes. Trainees can explore equipment, dismantle components with a simple tap for closer inspection, and access offline explanations. This AR-based approach enhances distance learning capabilities, offering detailed insights into the DC generator model with voice-guided assistance when physical demonstrations aren't feasible.

Virtual Reality for Rehabilitation: A Game-Changing Approach to Recovery

Rehabilitation encompasses a range of treatments designed to help individuals with health challenges improve their daily lives by enabling them to perform essential tasks such as caring for loved ones and maintaining independence in activities like education, employment, and recreation. The World Health Organization (WHO) estimates that around 2.4 billion people globally could benefit from rehabilitation services. With the rise in chronic illnesses and disabilities, the demand for rehabilitation is expected to increase significantly. Virtual reality (VR) has emerged as a promising technology in rehabilitation over the past two decades, offering immersive environments that aid in physical and cognitive recovery. VR devices, such as head-mounted displays, create virtual scenarios that help patients retrain their brains and reorganize their abilities and functions, addressing impairments like memory loss and mobility issues following brain injuries or diseases.

The affordability and accessibility of VR devices have expanded the possibilities for rehabilitation, making VR a practical tool in various therapeutic settings. VR is utilized to manage burn injuries, aid stroke recovery, treat mental health conditions, and support musculoskeletal management, although more research is needed to refine clinical approaches. Virtual rehabilitation therapies leverage repetitive physical and cognitive exercises to stimulate neuron reorganization, thereby helping individuals regain lost functions. The global market for VR-based rehabilitation was valued at $135.2 million in 2022 and is projected to grow to $371.03 million by 2030, driven by the potential for safe, simulated environments and government investments in VR healthcare solutions. Moreover, 92% of patients prefer VR rehab over conventional therapy, underscoring the technology's growing acceptance and effectiveness in improving rehabilitation outcomes. 


We are proud to share an article from one of our members, Travancore Analytics, highlighting their significant contributions and innovations in the field of VR rehabilitation.


For more details: https://www.travancoreanalytics.com/virtual-reality-rehabilitation/

Website: https://www.travancoreanalytics.com/

Follow us on Linkedin for latest updates: 

https://www.linkedin.com/company/travancore-analytics/

XR Hack Announces International Hackathon Series for August and September

Berlin, Germany - May 25, 2024 – XR Hack is excited to announce the launch of its highly anticipated international hackathon series, which will take place in four major European cities this summer. The series will kick off in August and continue through September, with events scheduled in Istanbul, London, Cologne, and Stockholm.

XR Hack is the premier global XR Hack Jam, hosted across various international locations. This three-day event invites companies to discover and explore potential XR applications alongside seasoned XR developers and designers. For the first time, XR Hack is organizing a multi-location hackathon, uniting experts to advance the frontiers of XR and AI technology. 

Event Schedule

  • Istanbul: September 6-8, 2024

  • London: August 14-16, 2024

  • Cologne: August 18-20, 2024

  • Stockholm: September 6-8, 2024

Hackathon Highlights

1. Intensive Hacking Sessions:

  • Three days of immersive coding, design, and development.

  • Mentorship from industry leaders and XR experts.

  • Focus on Tools and Tech of the last 11 months.

2. Exciting Challenges and Prizes:

  • Specific challenges focused on real-world applications of XR technology.

  • Meta is sponsoring the grand prize of 100,000 USD. Corporate sponsors like Pearson will provide additional prizes.

  • Opportunities for participants to pitch their projects to corporate XR decision-makers, investors, and industry leaders.

3.Workshops and Collaboration:

  • Top expert workshops on the latest XR trends and technologies.

  • Opportunities to network and collaborate with like-minded XR innovators.

  • Teams will be formed on-site, or participants can join with pre-existing teams.

"We are thrilled to host the XR Hack hackathon series in these vibrant cities," said Rahel Demant, CEO of XR Hack. Our goal is to foster a community of passionate XR developers and innovators, providing them with the resources and inspiration to create revolutionary solutions. We look forward to seeing innovative and unique projects emerge from the hack."

XR Developers and Designers, from seasoned developers to studios eager to learn and contribute, are welcome to join XR Hack. Applications for each event are now open.

For more information and to apply for the hackathon, visit www.xrhack.com.

About XR Hack: XR Hack is a premier hackathon series dedicated to advancing the field of extended reality (XR). By bringing together talented individuals worldwide, XR Hack aims to drive innovation and showcase the transformative potential of XR technologies.

Media Contact: XR Hack Communications Team
Email: info@xrhack.com
Phone: +49 (176) 1027 6765

Website: www.xrhack.com

For additional information or media inquiries, please contact the XR Hack Communications Team at info@xrhack.com or +49 (176) 1027 6765.

Banuba Revolutionizes Video Editing with AI Clipping SDK for Mobile

Banuba, a leading provider of augmented reality solutions, has announced a major update to its Video Editor SDK, introducing the groundbreaking AI clipping (autocut) feature. It leverages artificial intelligence to seamlessly create engaging videos from user-selected clips, setting a new standard in editing technology.

AI clipping feature offers a myriad of benefits for app developers and users alike. By automating the video creation process, it enables a higher volume of user-generated content, leading to increased user engagement and longer session times within apps. This innovative tool empowers users to effortlessly transform their raw footage into polished videos that captivate audiences.

AI SDK for clipping on mobile simplifies the content creation process through a series of intuitive steps:

  1. User selects clips and music. People can choose their desired clips and accompanying music within the app.

  2. AI trims the videos. The AI algorithm intelligently trims the selected clips to match the tempo and rhythm of the chosen track.

  3. AI adds various effects. Autocut enhances the content by adding a variety of effects to create visually stunning content.

  4. User exports, edits, or regenerates the clip. Upon completion, users have the flexibility to export the video as is, make further edits, or regenerate the clip for a fresh perspective.

"We are thrilled to introduce the AI clipping feature in our updated video editor SDK," said Alexei Korolenok, Product Manager at Banuba. "By harnessing the power of AI, we are empowering users to unleash their creativity and produce professional-quality videos with ease. This update makes content creation accessible for anyone with a vision, regardless of their editing skills."

Banuba’s Video Editor SDK is a software development kit perfect for:

  • Social media apps

  • Photo/video editing apps

  • Live streaming apps

  • eCommerce

  • Educational apps

  • Lifestyle apps 

  • etc.

It is compatible with native Android and iOS, as well as React Native and Flutter.

With US President signing the bill to ban TikTok, companies looking to fill the market gap can benefit from Banuba's Video Editor SDK. This solution can be integrated into an app within hours and offers all the necessary functionality for creating exciting short-form content.

About Banuba:

Banuba is an augmented reality company with over 8 years on the market, pioneering face tracking, virtual try-on, and virtual background technologies. Banuba provides software development kits (SDKs) for augmented reality and video editing, as well as ready-to-integrate solutions for virtual try-on on face, hair and hand.

Contacts:

Email: info@banuba.com

Banuba official blog:  https://www.banuba.com/blog 

Banuba on LinkedIn: https://www.linkedin.com/company/banuba 

Banuba on Youtube: https://www.youtube.com/banuba-AR

The VRARA appoints Zuriñe Hernandez Co-Chair of the VRARA Energy Committee

The VRARA is pleased to announce the appointment of Zuriñe Hernandez as the co-chair of the Energy Committee to help lead the VRARA’s efforts to connect the energy industry with XR technologies. The VRARA is the largest member association focused on XR technologies with over 50 chapters globally and over 55k participants in our global and local events and newsletter subscribers and the energy sector is a rapidly growing area of interest for XR and AI..

Zuriñe holds a PhD and a Master in Business Administration (MBA) and is currently a Program Manager with european virtual reality leader Virtualware, maker of the VIROO enterprise software platform, and is supporting Virualware’s customers globally. 

With a rich history of supporting the energy industry, Zuriñe has collaborated with large global organizations such as GE Hitachi Nuclear (now GE Vernova), Automotive manufacturer Gestamp, & Engineering services company Idom where she helped to develop and lead the implementation of numerous large-scale projects that leverage XR and advanced simulators.

Zuriñe was recently recognized for her efforts by Human Capital Management leader the Brandon Hall Group for the implementation of GE Vernova’s Nuclear Fuel Movement Simulator project

“I believe that we are at the tipping point for mass adoption of XR at scale in the Energy sector. XR is helping companies become more efficient, bring new products to market, train their dynamically changing workforce,and is helping to protect our environment.  The VR/AR Association is a great ecosystem to help educate, inform and network across the Energy and other industries.  I am honored to support the Energy committee and look forward to meeting all of the members” says Zuriñe Hernandez. 

Nathan Pettyjohn, President of the VR/AR Association adds, “the energy sector is an important community and we are excited that Zuriñe will be co-chairing this committee along with Susan Spark from SBL (formerly known as Schlumberger).  She brings deep implementation expertise that will benefit our members to learn how to adopt and scale XR technologies in energy and other industrial sectors”.

About Virtualware

Virtualware, based in Bilbao, Spain, is a global pioneer in the development of virtual reality solutions for large industrial, educational and healthcare conglomerates. Since its founding in 2004, the company has gained widespread recognition for its achievements. In 2021, Virtualware was recognized as the world’s most innovative VR company.


Publicly traded on Euronext Paris, Virtualware has recently expanded its operations into the United States, continuing to lead the development of the VRaas platform VIROO, and making it accessible to organizations of all sizes and sectors.



Highlights from our online session on Apple Immersive Apple TV Vision Pro

Thank you Chris Pfaff for hosting, APPLE IMMERSIVE SERIES CREATION, during our weekly online sessions.

We discussed the latest developments in extreme sports media, including Apple TV Plus's commission of 'Adventure,' a live-action series that sets a high narrative bar. They share their experiences in creating immersive stories through various mediums, emphasizing the importance of sensory elements. Speaker 1 and Speaker 2 discuss the future of mixed reality and its potential impact on industries, with Speaker 2 sharing their experiences working on a mixed reality project. They also discuss the challenges and opportunities of this technology and the importance of storytelling in VR.

“Adventure” follows pioneering athletes as they take on awe-inspiring challenges in some of the world’s most sensational locations.

Summary of our online session for Building Empathy With VR

Thank you Bianca Wright, for hosting, Inside Mental Health: Building Empathy With VR, during our weekly online sessions with 30+ professionals.

The meeting began with a focus on Anagram, a creative studio specializing in immersive experience design, discussing their projects and core questions. The team then delved into the Goliath VR experience, highlighting its impact on portraying schizophrenia accurately. They explored ADHD through the mixed reality experience Impulse and discussed creating immersive mental health training tools like Inside Mental Health. Storytelling's role in mental health training was emphasized, along with challenges faced by individuals with neurodiversity in the workplace. The team also discussed starting a business, virtual reality experiences for mental health support, and multilingual content availability. Next steps include finalizing platforms, expanding storytelling impact, and connecting with medical experts and communities. The meeting concluded with plans to connect on LinkedIn for further discussions on AI-related topics.

Topics & Highlights

1. Anagram - Immersive Experience Design

  • Anagram, mentioning their specialization in interactive storytelling, immersive experiences, and the founders' vision to push the documentary form into new areas.

  • various immersive experiences created by Anagram, highlighting projects like 'Dawn into the Dark,' 'The Palace of The Machines,' 'The Collider,' and 'Messages to a Posthuman Earth.'

2. Discussion about Goliath VR Experience

  • The team discussed the development and success of the Goliath VR experience, including its launch in 2021, the story of John's journey with schizophrenia, the positive impact of gaming on his life, the portrayal of psychosis, the awards won, and the project's global recognition.

3. Exploring ADHD through Mixed Reality

  • development of the mixed reality experience Impulse that explores living with ADHD and the challenges faced by individuals with the condition.

4. Creating Immersive Mental Health Training

  • Inside Mental Health, a project focused on creating immersive training tools for medical professionals to improve understanding and empathy in mental health care.

5. Use of Storytelling in Mental Health Training

  • importance of storytelling in mental health training, emphasizing the role of personal narratives in fostering empathy and compassion among participants, including medical professionals and students

  • The discussion included details about a pilot program at the University of West of England involving immersive mental health training for students, with plans to expand to other higher education providers and collaboration with the NHS.

  • insights into the structure of the mental health training session, highlighting the importance of onboarding, reflection sessions, and creating a safe space for participants to share their experiences.

6. Virtual Reality Experience Design and Reflection Sessions

  • The next steps involve finalizing the platform, launching it, conducting additional research, and looking into how experiences like Impulse can be complementary to existing tools for ADHD and other mental health issues.

7. Discussion on Impact of Storytelling on Real World

  • The next steps involve focusing on sharing stories related to ADHD, particularly Jon's story, to reach more people and make a real-world impact. Emphasis is on aligning with medical experts and communities before expanding to other areas like end-of-life care.

8. Challenges Faced by Individuals with Neurodiversity in Work

  • The concern raised was about the challenges faced by individuals with neurodiversity, such as ADHD and Asperger's, in the workplace, including communication difficulties, self-regulation issues, and productivity concerns. The importance of utilizing gamification and technology like AI, VR, and AR to support these individuals was discussed.

9. Challenges in Starting a Business

  • concerns about the challenges of needing immediate cash flow, marketing efforts, creating business proposals, and the complexities of B2B and B2C markets in starting a business.

10. Virtual Reality Experience and Mental Health Support

  • concerns about potential triggers and challenges in offering a VR experience for mental health support, emphasizing the need for thorough trigger warnings and reflection sessions to support users.

  • decisions made regarding the design of the onboarding process for the VR experience, including the inclusion of trigger warnings and reflection sessions to ensure a positive user experience.

  • importance of training support staff beyond doctors, such as receptionists and cleaning staff, in dealing with mental health issues, indicating a potential next step for the project.

Recap of our session on Apple AI and Spatial Computing

Thank you Doug Hohulin for hosting our weekly online sessions on Apple AI and Spatial Computing.

Apple and Meta discussed their strategies in AI and spatial computing, with Apple highlighting its potential advantages in collecting data and leveraging it for on-device AI. Meta faced challenges such as content issues and its connection to Facebook. The speakers also discussed the potential of integrating XR and AI technologies, emphasizing the need for AI to improve the user experience in XR and the importance of focusing on geographic areas that are more receptive to innovation.