Ohio University, HTC VIVE and Virtualware partner to accelerate Ohio’s manufacturing economy

The Ohio University Digital Enterprise Collaboratory (DEC) will provide advanced collaboration, engineering and simulation capabilities using immersive technologies.

Ohio University, HTC VIVE, and Virtualware have partnered to launch a new program called the Digital Enterprise Collaboratory (DEC), which will provide infrastructure to power new digital engineering and workforce development programs to support the growing demand for advanced manufacturing in Ohio.
The partnership combines Ohio University’s leadership in engineering education, HTC VIVE’s industry-leading XR hardware and software technologies, and Virtualware’s enterprise XR platform VIROO. The project will provide Ohio University with the technology infrastructure and capabilities needed to accelerate product development, research, and workforce development by enabling real-time collaboration between disparate university, industry, government, and Department of Air Force Research Laboratories (AFRL) members using the latest digital engineering & immersive technologies.

The program will also expand Ohio University’s existing manufacturing training and certification programs to support the growing demand for new factory workers.

“This program represents a bold step forward in immersive digital engineering,” said Scott Miller, associate dean for Industry Partnerships at Ohio University’s Russ College of Engineering and Technology. “By integrating XR technology into our educational and research programs, we are preparing the next generation of engineers to think spatially, act collaboratively, and solve real-world problems. Manufacturing is Ohio’s largest industry sector that is contributing 17.5% of the state’s GDP and we need to prepare our local workforce for the new jobs in advanced manufacturing.”

“HTC VIVE is proud to be part of this initiative that puts immersive technology at the heart of innovation and education,” said Daniel O’Brien, President Americas at HTC VIVE. “With these new labs, Ohio University is positioning itself as a leader in Industry 4.0.”

John Cunningham, President of Virtualware USA adds “The state of Ohio is home to many manufacturers and will soon be home to new advanced technology factories being built by Intel and Anduril, who need an estimated 7,000 new workers. Ohio University has been asked by the State and manufacturing companies to find ways to help accelerate product development using digital engineering methods and to develop workforce development initiatives using the latest technologies. Our VIROO platform integrated with HTC’s XR solutions provides Ohio University with infrastructure that can be used for many different purposes and years to come.”

Ohio University faces a key challenge, enabling engineers, researchers, and end users to collaborate in real time and in 3D across its geographically separated campuses. Athens and Dayton, located two and a half hours apart by car, currently require physical travel for collaboration. While many end users, such as the U.S. Air Force and Intel, are based in Dayton, much of the University's research takes place in Athens. The implementation of the DEC is set to bridge that gap, helping accelerate research and product development.

The DEC infrastructure consists of two new laboratories located at the Athens Campus and at the OHIO facility in Dayton, located within the Digital Transformation Center (DTC). These labs are connected through the VIROO Enterprise XR platform and are equipped with virtual reality equipment and software tools. Users can collaborate, share projects, product prototypes, and even create digital twins in real time, either from within the labs or from remote desktops, classrooms, or homes. The University of Dayton Research Institute (UDRI) operates the DTC and has partnered with Ohio University to develop and launch the DEC’s Dayton location, furthering the DTC’s mission as a collaborative innovation hub that drives innovation, fuels workforce development, and fosters cross-sector collaboration among academia, industry, and government.

The DEC will officially open on May 5 at the Athens Campus and on May 7 in Dayton. The Dayton DEC opening will be part of the evening event hosted at the DTC during the Dayton Digital Transformation Summit, a regional event focused on innovation and technology in manufacturing and workforce development.

Your Website URL: https://www.virtualwareco.com/news/ohio-university-htc-vive-digital-enterprise-collaboratory/

Uptale & VRDirect Join Forces to Create a Global Leader in Enterprise XR Solutions

Uptale & VRDirect Join Forces to Create a Global Leader in Enterprise XR Solutions

French immersive learning pioneer Uptale and German virtual reality specialist VRdirect today announced that they are joining forces in a strategic alliance. With VRdirect moving to Uptale, the collaboration brings together two early leaders in enterprise XR to create a unified global platform for extended reality (XR) at scale. This partnership combines strong market traction, highly compatible solutions, and a shared mission to make immersive technologies a central pillar of digital transformation in large organizations.

A Shared Vision, One Brand, Global Ambition
VRdirect moving under Uptale.io will represent the most comprehensive and international self- service XR provider available today. With a customer base of over 350 enterprise customers, teams across Europe, North America, Asia, and a combined solution trusted by industry leaders in retail, manufacturing, energy, and professional services. “This alliance is a strong signal to the market. In a rapidly evolving and competitive XR landscape, consolidation is key to building sustainable value - for customers, partners, and the industry at large,” said David Ristagno, CEO of Uptale. “By combining our expertise and reach, we’re not only accelerating our own growth, but also shaping a more mature, scalable, and reliable standard for enterprise XR globally.” Dr. Rolf Illenberger, CEO of VRdirect, added: “This is a move built on shared vision and complementary strengths. Technologically, commercially, and culturally, VRdirect and Uptale are deeply aligned. By moving under the Uptale umbrella, we’re creating a stronger international platform. Capable of meeting the needs of global enterprises even better and driving the next wave of immersive transformation.”

Benefits for Customers
The collaboration brings immediate and long-term value to enterprise clients. Customers will benefit from a unified support structure, even broader international service coverage, and an enhanced feature set – including collaborative learning sessions, ISO-certified security, stronger LMS integration, and AI-powered functionalities. With combined experience and expertise, Uptale will deliver an even broader and more responsive partner experience, while maintaining the intuitive workflows and flexibility clients have come to trust.

Strategic Focus on Growth, Scale, and Global Impact
While both Uptale and VRdirect have built strong reputations in immersive learning, training, and communication, the merger reflects a broader ambition: to create a single, trusted platform that meets the rising demand for scalable, secure, and easy-to-use XR solutions across the enterprise landscape.

The new Uptale organization will focus on:
• International expansion, with operational hubs in Paris, Munich, San Francisco, and Singapore
• Vertical-specific growth strategies, with tailored offerings for sectors such as retail, semiconductor industrials, and Education
• Investment in service excellence, including onboarding, customer success, and global support
• Partner ecosystem development, enabling deep integration with enterprise platforms and digital infrastructure

About Uptale
Uptale is a global leader in Cloud-based Extended Reality (XR) solutions for enterprise Training. Following its strategic integration with VRdirect, Uptale now brings together deep expertise in immersive training and the agility to deploy XR at scale. Headquartered in Paris, with offices inSan Francisco, and Singapore, Uptale supports global organizations in creating impactful immersive content—without technical barriers.

About VRdirect
The Munich-based tech company VRdirect (www.vrdirect.com) is an enterprise-grade, no-code Virtual Reality platform that helps large companies easily create, manage, and share immersive VR content for internal training and communications as well as external sales, marketing, and customer support use cases.

The VRARA is excited to announce that Joseph Nolan has been appointed to the Board of Advisors of the VR/AR Association (VRARA) Central Florida Chapter.  

The VRARA is excited to announce that Joseph Nolan has been appointed to the Board of Advisors of the VR/AR Association (VRARA) Central Florida Chapter.  

Joe had a distinguished 26 year career in the US Army starting off as an Infantry Officer our of college and culminating as a simulations officer having served as the Chief of the Army Modeling and Simulation Office and as a Deputy Director of the US Army Simulation & Training Technology Center in Orlando.  After retiring in 2021 as a Colonel, he joined Magic Leap where he led business development for the Defense and Public Sector. Joe currently works for a government contractor that specializes in training solutions. 

 “I was first introduced to XR technology when I worked as the Chief of the Army Modeling and Simulation Office around 2015 and knew immediately that this technology had the potential to transform how we train people, since then I have wanted to be involved in the XR industry.  The VRARA is a great place for people to get together and learn about the technology and the industry and to do business together and am proud to help the association and continue to serve our community.” 

John Cunningham, President of the VRARA Central Florida Chapter adds “Joe has experience both as an end user who has experienced how XR can be used to train people and as a business leader at one of the XR technology pioneers. He has also done something else remarkable to drive the industry forward. Joe wrote and successfully lobbied to insert language in the 2025 National Defense Appropriations Act (NDAA) regarding the use of XR technology.   We are honored that Joe is willing to join our advisory board and support the XR industry writ large through the VRARA.   

Joe Nolan’s Linkedin profile can be found here
https://www.linkedin.com/in/joseph-michael-nolan/


Scott Miller Appointed Board Advisor to the VR/AR Association Ohio Chapter 

Scott Miller Appointed Board Advisor to the VR/AR Association Ohio Chapter 

The VR/AR Association (VRARA) is pleased to announce the appointment of Scott Miller, Associate Dean of Industry Partnerships at the Ohio University Russ College of Engineering and Technology as a board advisor to the recently launched Ohio Chapter of the VRARA..

The VRARA recently launched its first chapter in the state of Ohio in order to support the growing demand for immersive technologies in the academic, government and industrial sectors.  The VRARA is a member based industry association that is focused on immersive technologies across all industry sectors, government and academia.

John Cunningham, COO of the VRARA, “We are very pleased that Scott has agreed to help lead the Chapter and to support the growing community of technology companies, academic institutions, government agencies and industry end users looking to learn more about immersive technologies and how to apply them to their organizations. Scott brings decades of experience working across the state in nearly every sector and is passionate about finding ways to educate and improve business through partnerships and collaboration.”

Since joining Ohio University in 1999, Scott Miller has focused on building strong relationships with industry, government, and nonprofit partners to shape and implement programs that elevate and enhance Ohio University’s research and teaching profile. He currently serves as the Russ College’s point person on industry attraction and retention in strategic industry sectors including microelectronics, aerospace and aviation, cybersecurity, artificial intelligence, advanced materials, digital manufacturing, and autonomous vehicles.

“I am honored to support the VRARA and to establish the Ohio Chapter.  I believe that immersive technologies are transformative and applicable to all sectors of our economy and of course in education and research.  The VRARA's global network will provide our local members with access to expertise, new technologies and business opportunities.” adds Scott Miller, Board Advisor VRARA Ohio Chapter. 

Scott Miller along with the new Chapter President, Omari Hitson will be formally recognized at the VRARA Ohio Chapter Launch reception on the evening of May 7th at the Dayton Digital Transformation Summit, Learn More Here

We invite local professionals, innovators, and XR enthusiasts to join our Ohio chapter. Members enjoy exclusive networking opportunities, access to global events, visibility across our extensive platforms, and numerous resources for continuous learning and professional growth. To learn more about membership benefits or become involved, please visit our website or contact us directly at ohio@thevrara.com.

The VR/AR Association is pleased to announce that Emma Valdes has been appointed to the Board of Advisors of the Washington DC Chapter. 

The VR/AR Association is pleased to announce that Emma Valdes has been appointed to the Board of Advisors of the Washington DC Chapter. 

A lawyer by trade, Emma currently works as in-house counsel to a crossover investment firm, where she specializes in venture deal review for XR and related technology companies.  She is also a researcher and a published writer whose expertise spans the gamut of Metaverse technologies, particularly as they intersect with data privacy, cognitive liberty, decentralized governance, and constitutional rights. An active member of the VR/AR Association, Emma is a member of the Metaverse Committee, and served on the Enterprise VR Committee as an Editor and Contributor to its "Power of Immersion" whitepaper series, which aims to provide industry case studies and practical guidance to enterprise leaders.

“Through deep research, demonstrations, and conversations with the founders at its forefront, I have been privy to the full scale transformative power of XR, and am wholly convinced that immersive technologies will soon revolutionize our understanding of life, leisure, and the law. These last few years, I’ve been thrilled at the traction around these technologies in the Washington D.C. Metropolitan area – not only in rates of adoption, but also its prioritization in recent policy, and revived prominence in investor portfolios. By serving as a board advisor to the D.C. Chapter, I hope to build a deeper connection with this budding epicenter, and I look forward to partnering with its leadership to support existing innovation and adoption in the D.M.V. and beyond,” says Emma.

According to Dan McConnell, President of the Washington DC Chapter “the use of XR technologies is expanding and becoming more ubiquitous and many organizations from startup to Fortune 100 as well as government agencies and academic institutions are looking to learn more about the XR technology and get involved.  As an active member of the VRARA at the local and global level, Emma will be a great resource for our current members and our XR community overall.

Emma’s Linkedin profile can be found here

Georgia Tech Joins Virtual Reality Augmented Reality Association

Georgia Tech Joins Virtual Reality Augmented Reality Association

The Georgia Institute of Technology announces its membership with the Virtual Reality Augmented Reality Association (VRARA) marking a significant step in advancing innovation in the fields of augmented reality (AR) and virtual reality (VR). Founded in 2015, the VRARA is an international organization dedicated to fostering collaboration among industry leaders, promoting innovation, and advancing the adoption of immersive technologies. As a strategic sponsor of the VRARA’s Atlanta chapter, Georgia Tech plays a key role in advancing XR throughout the global ecosystem.

As a leading higher education institution, Georgia Tech has been at the forefront of AR and VR research and development. The Augmented Environments Lab has pioneered immersive digital experiences since 1998, focusing on applications that integrate physical environments with digital augmentation. Additionally, the Office of Information Technology (OIT) has been actively exploring extended reality (XR) technologies to enhance teaching, learning, and research, including partnerships with the Georgia Tech Library, and its Center for 21st Century Universities, the Invention Studio @ Georgia Tech, and through efforts with faculty and student groups to explore immersive ER-based collaboration or co-design, the intersection of arts and XR.

“Joining the VRARA reflects Georgia Tech's commitment to driving innovation and supporting lifetime learners,” said Didier Contis, executive director of OIT Academic Research Technologies. “Our collaboration with VRARA will enable us to leverage our expertise in AR, VR, and AI to develop innovative solutions that benefit our students, researchers, and the broader community."

The Georgia Tech-VRARA partnership is also expected to bolster Atlanta's reputation as a hub for technological advancements and technological talent, aligning with the City of Atlanta’s dedication to attracting and retaining top professionals through initiatives that promote a diverse and competent workforce. The collaboration is also poised to create new opportunities for research, development, and collaboration, further solidifying Atlanta’s position as a leader in the tech industry.

“Georgia Tech is one of the world’s premier universities, and we couldn’t be more excited about our continued collaboration to drive strategic impact through innovation in the Southeast and beyond,” said Adam Kornuth, Atlanta Chapter President of the VR/AR Association.

With over 50 chapters around the world, the VRARA boasts a network of more than 60,000 professionals and 4,000 organizations.

For more information about the Virtual Reality Augmented Reality Association, visit www.thevrara.com

Sony Electronics Releases Software Development Kit (SDK) Version 2.5.0 for the Immersive Spatial Reality Display

Sony Electronics Inc. has expanded the capabilities of its 3D glasses-free Spatial Reality Displays, ELF-SR1 (15.6-inch) and ELF-SR2 (27-inch), with the release of the latest software development kit (SDK) version 2.5.0. The Spatial Reality Display is a part of Sony’s XYN brand, a lineup of solutions that integrate software and hardware for the creation of Spatial Content. This SDK version enhances support for OpenXR and introduces new features, improving compatibility with the latest versions of various game engines, creating more powerful application development and viewing performance on the Spatial Reality Display. Download the updates here.

“OpenXR Control Panel” for Enhanced Software Compatibility

  • Strengthened application development collaboration, including enhanced support for:

  • Autodesk® VRED® 2025.3

  • Twinmotion 2025.1.1 and the Spatial Reality Display runtime version 2.5.0

  • NVIDIA Omniverse USD Composer 2023.2.5

  • Blender 4.2

The newly developed adjustment tool, "OpenXR Control Panel,” enhances options for adjusting viewpoint movement, depth, and three-dimensionality within applications developed by OpenXR-compatible software. It also simplifies the process of saving and loading settings, improving overall usability.

Performance Improvements and Compatibility Updates for Broader Applications

  • Support for High Dynamic Range (HDR) and DICOM formats for ELF-SR2
    Enables accurate color reproduction even for high-brightness and wide-color-gamut content in video production, allowing for more realistic 3D visuals. Additionally, selecting the medical DICOM simulation mode supports the color gamut standard for medical monitors as well as side-by-side video.

  • Improvement in 3D Rendering Quality for ELF-SR2
    The new facial position correction algorithm enhances the tracking performance of the gaze recognition sensor, resulting in improved 3D rendering quality.

  • Support for Latest Versions of Game Engines

  • Unreal Engine 5.5

  • Unity 6

  • Improvements in Unity Plugin Usability
    For further details and usage precautions, please refer to the user manual: 

https://www.sony.net/Products/Developer-Spatial-Reality-display/manual/en-us/

About Sony Electronics, Inc. 
Sony Electronics is a subsidiary of Sony Corporation of America and an affiliate of Sony Group Corporation, one of the most comprehensive entertainment companies in the world, with a portfolio that encompasses electronics, music, motion pictures, mobile, gaming, robotics and financial services. Headquartered in San Diego, California, Sony Electronics is a leader in electronics for the consumer and professional markets. Operations include research and development, engineering, sales, marketing, distribution and customer service. Sony Electronics creates products that innovate and inspire generations, such as the award-winning Alpha Interchangeable Lens Cameras and revolutionary high-resolution audio products. Sony is also a leading manufacturer of end-to-end solutions from 4K professional broadcast and A/V equipment to industry leading 4K and 8K Ultra HD TVs.

🌍 XR Accelerator Program Goes Global — Final Info Session April 22!

Important update about the XR Accelerator Program, now open to startups and SMEs worldwide that build VR, AR, MR, and WebXR using Unity, Unreal, WebXR, or other platforms. 

The program is designed to support companies with a TRL 5+ prototype (Proof of Concept) looking to grow, validate in the Canadian market, and access industry mentorship, business development support, and Demo Day exposure.

What's New:

  • Global eligibility is now in place

  • Funding details for Southern Ontario & international applicants

  • Application and optional program fee info clearly listed

  • Unity Pro license available at a discounted rate

  • All updates are now reflected in the application form and on the website

Final Info Session – April 22 at 10:00 AM EST

Application Deadline: April 30, 2025
Apply or learn more: https://app.smartsheet.com/b/form/661dba10f7d64c35b1afe533344521e6

Virtuix Joins the Virtual Reality Augmented Reality Association

AUSTIN, TEXAS (April 1, 2025) - Virtuix, the developer of the “Omni One” full-body VR system, is proud to announce that it has joined the Virtual Reality Augmented Reality Association (VRARA). The virtual and augmented reality market is expected to exceed $58 billion by 2028. With their VRARA membership, Virtuix is thrilled to stay at the forefront of VR/AR developments for entertainment, enterprise, and defense.

Virtuix recently revealed “Omni Mission Trainer” (OMT), its first product designed for the defense industry. OMT is a mixed-reality training system using 15 omni-directional treadmills that let up to 15 soldiers move physically — walking, running, jumping, and kneeling — without boundaries inside a fully immersive, 360-degree virtual reality environment while using their actual weapons and equipment. Dismounted soldiers, including infantry and special forces, can train together virtually for a range of scenarios, including mission rehearsal, close-quarters battle, and move-shoot-communicate drills.

[VIDEO: https://youtu.be/vZALkwE-aSE]

Virtuix is collaborating with YokoWERX, an innovation cell of the U.S. Air Force, who has already purchased two single-user OMT stations.

“The OMT system is set to revolutionize the military training landscape,” said Adrian Sinclair, COO at YokoWERX. “We look forward to collaborating on the development of this groundbreaking system and pushing the boundaries of military readiness.”

Exclusively for VRARA members, Virtuix is offering free shipping with the purchase of an Omni One system. Use code “VRARA” during checkout prior to April 30, 2025, at www.virtuix.com/omni.

Virtuix is currently offering an investment opportunity through StartEngine to become a shareholder in in the company alongside its big-name investors like Mark Cuban and Scout Ventures. For more information about Virtuix’s investment opportunity, visit https://invest.virtuix.com

About Virtuix:

Virtuix Inc. is the developer of “Omni,” the premier brand of omni-directional treadmills that enable players to walk and run in 360 degrees inside video games and other virtual reality applications. With a commitment to innovation, Virtuix continues to push the boundaries of VR gaming and simulation, delivering immersive experiences to users worldwide. Founded in 2013 and headquartered in Austin, Texas, Virtuix has raised more than $40 million from individual and institutional investors. For more information, visit www.virtuix.com.

Lucid Reality Labs has been nominated for a Webby Award

🚨 Big News from the VRARA Community! 🚨

We’re beyond thrilled to share that Lucid Reality Labs, one of our amazing VRARA members, has been nominated for a Webby Award in the Technical Achievement category! 🏆

Their groundbreaking AI Medical Agent, powered by Inworld AI, is setting a new standard for how immersive tech can transform medical education, scale training, and ultimately save lives by improving patient safety and reducing human error. 🌍🧠

For over 28 years, the Webby Awards have honored the best of the internet—and now, our friends at Lucid Reality Labs are standing shoulder to shoulder with the world’s most impactful innovations.

Let’s rally together and support a member doing truly meaningful work in the XR space!
👉 Cast your vote and show the power of the VRARA community: https://lnkd.in/etZnhmpH

Congratulations to the entire Lucid Reality Labs team—we’re so proud to have you as part of the VRARA family! 💙

HOW TO VOTE

#VRARA #WebbyAwards #AIforGood #XRHealthcare #LucidRealityLabs #InnovationWithPurpose #MedicalInnovation #PatientSafety #VoteNow

A Prototype Exploring VR/AR Applications in Healthcare

A Prototype Exploring VR/AR Applications in Healthcare

Diffusion Studios, a new medical education lab for Elsevier, recently launched a prototype VR/AR application for the Apple Vision Pro that explores the anatomy and physiology of the eye. This application offers a transformative platform for eye care professionals to visualize, practice, and communicate around medical and surgical interventions. This innovative tool demonstrates the immense potential of immersive technologies to enhance precision, education, and collaboration in clinical settings.

The application enables users to explore surgical procedures through detailed, annotated 3D modeling. It allows clinicians to revisit specific moments, compare complex cases, and rehearse techniques. By integrating advanced visualization capabilities with practical tools for learning and communication, this prototype is designed to elevate the quality of care and improve outcomes across healthcare disciplines.

Key Features of the Prototype:
- Immersive Surgical Visualization: Provides a high-definition, interactive experience for analyzing critical procedures in detail.
- Comparative Analysis Tools: Enables side-by-side comparisons of interventions to refine techniques and enhance decision-making.
- Versatile Applications: Serves as a resource for clinician training, patient education, and stakeholder engagement.

Broader Implications for Healthcare

While initially developed for ophthalmology, this prototype is suggestive of broader applications for medical applications across the healthcare space. From surgical training to patient communication and corporate education, it highlights the potential of VR/AR technologies to redefine medical practices. The platform’s ability to deliver high-resolution

imaging, real-time feedback, and intuitive interfaces positions it as a game-changer for fields such as pharmaceutical R&D, robotic surgery, diagnostics, rehabilitation, and telemedicine.

This prototype invites collaboration from partners in the extended reality community who are eager to explore new frontiers in healthcare innovation. By leveraging immersive technologies, we aim to set a new standard for precision, accessibility, and engagement in medical education and practice.

For inquiries or partnership opportunities, please contact:

Caleb Furnas
c.furnas@elsevier.com
Business Development
Diffusion Studios from Elsevier

MEMBERS-ONLY DISCOUNT ON HOLOGRAPHIC 3D DISPLAYS

MEMBERS-ONLY DISCOUNT ON HOLOGRAPHIC 3D DISPLAYS

Magnetic 3D aims to supercharge the VRARA community by making glasses-free 3D more accessible for all with special pricing on our Glasses-Free 3D Holographic displays and deeply discounted software licenses. 

Active VRARA members can purchase three sizes to start building immersive experiences without glasses or headsets!

SCREEN VRARA

SIZE    MEMBERS        MSRP DISCOUNT

28”;    $2,999                  $ 4,487 33% off

43”;    $5,999                  $ 9,677 38% off

55”;    $7,999             $12,834 38% off

Pricing includes up to 20 minutes of Magnetic 3D’s eye-popping demo content as well as a one-year manufacturer’s warranty. U.S. Ground shipping additional. 

VRARA community members also get special access to Magnetic 3D's proprietary Unity Plugin, Hypervue to create interactive experiences and content for the 3D displays. We are offering what is usually a $4,500 annual commercial license to VRARA members for just $999 for one year from the date of purchase and includes tech support and training (an additional $2,500 value).  This is a fantastic opportunity for community members to add glasses-free 3D to their offerings and accelerate customer adoption of immersive 3D experiences – NO headgear or eyewear necessary! 

This offer is good through 2025 and expires on December 31st at 12am ET.

To order go to https://info.magnetic3d.com/vrara-2025

Lucky Gobindram appointed as Co-Chair of VR/AR Association Enterprise Commitee

We are thrilled to have Lucky Gobindram help lead our community and host our online sessions for Enterprise Commitee.

Lucky Lance Gobindram is a founder, strategist, and builder working at the intersection of emerging technology and enterprise transformation. As President of Kinemeric, he leads a team focused on delivering next-gen immersive and intelligent solutions for global organizations. With over 15 years of experience driving innovation across XR, AI, and spatial computing, Lucky has helped companies reimagine how they train, operate, and connect. His work spans embodied agents, intelligent systems, and enterprise-scale deployments—always focused on turning ambitious ideas into practical, measurable outcomes. He’s a frequent speaker, advisor, and author known for making the complex simple and the future actionable.

“I’m excited to co-chair the Enterprise Committee because this is where strategy meets real-world application. XR and AI are already changing how enterprises train teams, streamline operations, and engage customers. My goal is to help our members cut through the noise, share proven playbooks, and spotlight applications that actually drive results. Together, we can move faster, scale smarter, and stay ahead of what’s next.”
— Lucky Gobindram

Warp VR - New customer story and a recap of our appearance at the recent VRARA event

Overview

Agressievrij Onderwijs (Aggression-Free Education) is dedicated to making Dutch schools a safe and pleasant working environment for teachers. With increasing cases of aggression from both students and parents, many teachers are leaving the profession—not because they no longer love teaching, but because the environment has become too hostile. The organization aims to create a safer, more supportive atmosphere by equipping teachers with the skills to recognize, handle, and recover from aggressive incidents.

The Challenge

In the Netherlands, aggression in schools is a growing problem, leading to teacher burnout and a nationwide shortage of educators. Teachers often face verbal threats, intimidation, and even potential lawsuits from parents or students. Traditional training methods using actors provide some value, but they come with limitations:

  • Lack of safety – Confronting real aggression in live scenarios can be unpredictable and stressful.

  • Limited availability – Schools can only afford to hire actors a few times a year.

  • No room for experimentation – Teachers struggle to test different de-escalation techniques given the limited availability of actors.

Agressievrij Onderwijs needed a training solution that was realistic, repeatable, and cost-effective while ensuring teachers could develop skills in a safe, controlled environment.

The Solution: VR Training with Warp VR

By utilizing virtual reality (VR), Agressievrij Onderwijs is approaching how teachers prepare for aggressive situations in an innovative way. Instead of role-playing with actors, teachers now participate in immersive VR simulations, allowing them to:

  • Practice de-escalation techniques in a safe space

  • Experiment with different responses and see the consequences

  • Train more frequently without additional costs

  • Reflect on their actions with colleagues in guided sessions

VR training sessions are facilitated by an ambassador, who leads small groups of 4-8 teachers through a 1-2 hour experience, followed by a structured reflection session. This model ensures teachers not only learn but also apply the insights in real-world scenarios. This plays into a larger initiative to curb the levels of aggression in Dutch schools detailed below.

Results & Scientific Research

Of course, Agressievrij Onderwijs’ mission of creating a better environment for teachers goes far beyond VR usage. Thier mission affects an entire nation of educators, so they are now engaging in scientific research, focusing on four key pillars:

  • Setting Clear Behavioral Norms – Establishing expectations for acceptable behavior in schools.

  • Recognizing Aggression Early – Training teachers to identify different forms of aggression before they escalate.

  • Reporting & Data Collection – Encouraging teachers to document incidents, helping schools track trends and implement preventive measures.

  • Aftercare & Support – Ensuring teachers receive professional help or coaching after experiencing aggression.

As you can see, the methodology above seeks to categorize, prevent, report and reduce the amount of aggressive situations in Dutch schools, while also giving teachers a consistent process to follow should such situations occur. By addressing these areas, Agressievrij Onderwijs is working toward its higher goal: helping teachers feel safe and confident in their classrooms.

The Impact

Early results show that teachers who complete VR training feel:

  • More confident in handling aggressive situations

  • Better equipped to communicate and de-escalate conflicts

  • More likely to stay in their jobs, reducing teacher turnover

As the organization continues investing in research, they aim to refine and expand VR-based training, ensuring every teacher in the Netherlands has access to the tools they need to create a positive learning environment.

Watch Youtube Video HERE

Soapbox Joins the Virtual Reality & Augmented Reality Association (VRARA)

Soapbox Joins the Virtual Reality & Augmented Reality Association (VRARA)

The Virtual Reality & Augmented Reality Association (VRARA) is delighted to announce that Soapbox, a groundbreaking platform offering interactive, life-size 3D holograms of top artists and performers, has officially joined the VRARA Atlanta Chapter.

Soapbox provides an innovative way for fans to experience intimate, realistic interactions with their favorite artists directly through Meta Quest headsets. These life-size holograms are actual performances filmed in 4D, offering a unique and personal experience that serves as both entertainment and a valuable historical archive of artists and their techniques.

Watch this video to learn more about Soapbox's innovative approach: https://youtu.be/ajSr2CpopvM?si=yEiUiv55wf2kJO6a.

"Joining the VRARA Atlanta Chapter aligns perfectly with our mission at Soapbox to revolutionize the way fans connect with their favorite artists. We're excited to collaborate with other innovators in immersive technology and continue pushing the boundaries of interactive holographic experiences."

Soapbox's membership in the VRARA marks a significant step forward in the growth of immersive technologies within the vibrant Atlanta tech community, the entertainment industry, and the global ecosystem. Soapbox will actively participate in VRARA's events, contribute insights, and collaborate with industry leaders to further advance virtual reality (VR) and augmented reality (AR) innovation in the region.

"We're thrilled about the opportunity to showcase immersive technologies alongside prominent artists through Soapbox's innovative platform. Collaborations like this not only accelerate XR adoption but also elevate the way audiences engage with art and entertainment, significantly enriching the XR ecosystem."

To explore Soapbox’s transformative solutions, visit https://www.soapbox.us.

About VRARA:
The VRARA is an international organization dedicated to fostering collaboration among industry leaders, promoting innovation, and advancing the adoption of immersive technologies globally. With chapters around the world, the VRARA connects companies, professionals, and enthusiasts in VR and AR, shaping the future of technology.

For more information about VRARA, visit www.thevrara.com.

The VR/AR Association (VRARA) appoints Omari Hitson as Ohio Chapter President

The VR/AR Association (VRARA) appoints Omari Hitson as Ohio Chapter President

The VRARA is pleased to announce that we are launching our first chapter in the state of Ohio and have appointed Omari Hitson as Chapter President! 

VR and AR technology, collectively referred to as XR or Spatial Computing is becoming more widely adopted by large enterprise organizations.  Some of the leading use cases are for worker training, new product design review and for improving manufacturing and support processes.  

Ohio is one of the leading manufacturing economies in the United States and ranks 3rd in the US for manufacturing GDP and many Fortune 500 companies such as Proctor & Gamble, Kroger, Marathon Petroleum and Nationwide have their headquarters there.  In addition Ohio ranks 2nd in the US for motor vehicle production with plants from General Motors, Ford and Honda.  And finally Ohio has a large aerospace presence with all of the OEM’s having a strong presence and the largest and most important Air Force bases Wright Patterson AFB in Dayton which is also called the “Aerospace Hub”

“As XR technology becomes more widely used in traditional industries, end users are looking for individuals and suppliers that are experts in the technologies that are within the area and can support them.  The VRARA is an ecosystem that creates local communities that are connected to the global ecosystem of over 50 chapters and tens of thousands of active VRARA members and participants.  We think the timing is good to start a chapter in Ohio and are pleased to appoint Omari to help us stand up the Chapter and build the ecosystem.

John Cunningham, COO of the VRARA adds “Omari is an expert in XR technology where he leads XR product development for his current employer who is a large enterprise, but he is also a passionate community builder who wants to help others and share his knowledge and passion.  He will be great leader for us and I look forward to working with him to plan our first event sometime in the next couple of months and start connecting business and individuals! 

“I am really excited to be given this opportunity and to create this local ecosystem supported by the global organization. 

Building great XR products requires more than just cutting-edge technology—it demands collaboration across industries. As the President of the VRARA Ohio Chapter, I’m excited to help build a thriving XR community that fosters collaboration between industry leaders, startups, and research institutions. 

I’m honored to help build a statewide network and invite anyone passionate about XR to connect, collaborate, and shape the future of Ohio built immersive technology with us.” -Omari Hitson

We invite local professionals, innovators, and XR enthusiasts to join our Ohio chapter. Members enjoy exclusive networking opportunities, access to global events, visibility across our extensive platforms, and numerous resources for continuous learning and professional growth. To learn more about membership benefits or become involved, please visit our website or contact us directly at ohio@thevrara.com and info@thevrara.com.


VR & MR HEADSETS: HOW TO CHOOSE THE RIGHT ONE FOR YOUR PRODUCT

Introduction

Virtual and mixed reality headsets are not just cool toys to show off at parties, though they’re definitely good for that. They train surgeons without risking a single patient, build immersive classrooms without ever leaving home, and even help to design something with unparalleled precision.

But choosing VR/MR headsets … It’s not as simple as picking what looks sleek or what catches your eye on the shelf.

And we get it. The difference between a headset that’s wired, standalone, or capable of merging the real and digital worlds is confusing sometimes.

But we’ll break it all down in a way that makes sense.

Types of VR Headsets

VR and MR headsets have different capabilities. However, choosing the perfect one is less about specs and more about how they fit your needs and what you want to achieve.

Here’s the lineup…

Wired Headsets

Wired headsets like HTC Vive Pro and Oculus Rift S should be connected to a high-performance PC to deliver stunningly detailed visuals and incredibly accurate tracking. Expect razor-sharp visuals that make virtual grass look better than real grass and tracking so on-point, you’d swear it knows what you’re about to do before you do.

Wired headsets are best for high-stakes environments like surgical training, designing complex structures, or running realistic simulations for industries like aerospace. However, you’ll need a powerful computer to even get started, and a cable does mean less freedom to move around.

Standalone Headsets

No strings attached. Literally. Standalone headsets like Oculus Quest Pro, Meta Quest 3, Pico Neo 4, and many more) are lightweight, self-contained, and wireless, so you can jump between work and play with no need for external hardware. They are perfect for on-the-go use, casual gaming, and quick training sessions.

From portable training setups to spontaneous VR adventures at home, these headsets are flexible and always ready for action (and by “action”, we mostly mean Zoom calls in VR if we’re being honest).

However, standalone headsets may not flex enough for detailed, high-performance applications like ultra-realistic design work or creating highly detailed environments.

Mixed Reality (MR) Headsets

Mixed reality headsets blur the line between physical and digital worlds. They don’t just whisk you to a virtual reality — they invite the virtual to come hang out in your real one. And this means holograms nested on your desk, live data charts floating in the air, and playing chess with a virtual opponent right at your dining room table.

MR headsets like HoloLens 2 or Magic Leap 2 shine in hybrid learning environments, AR-powered training, and collaborative work requiring detailed, interactive visuals thanks to their advanced features like hand tracking and spacial awareness.

MR headsets like HoloLens 2 or Magic Leap 2 shine in hybrid learning environments, AR-powered training, and collaborative work requiring detailed, interactive visuals thanks to their advanced features like hand tracking and spacial awareness.

The question isn’t just in what these headsets can do. It’s in how they fit into your reality, your goals, and your imagination. Now, the only question left is… which type is best for your needs?

Detailed Headset Comparisons

It’s time for us to play matchmaker between you and the headsets that align with your goals and vision. No awkward small talk here, just straight-to-the-point profiles of the top contenders.

HTC Vive Pro

This is your choice if you demand nothing but the best. With a resolution of 2448 x 2448 pixels per eye, it delivers visuals so sharp and detailed that they bring virtual landscapes to life with stunning clarity. HTC Vive Pro comes with base-station tracking that practically reads your mind, and every movement you make in the real world reflects perfectly in the virtual one.

But this kind of performance doesn’t come without requirements. Like any overachiever, it’s got high standards and requires some serious backup. You’ll need a PC beefy enough to bench press an Intel Core i7 and an NVIDIA GeForce RTX 2070. High maintenance is also required, but it’s totally worth it.

  • Best for: High-performance use cases like advanced simulations, surgical training, or projects that demand ultra-realistic visuals and tracking accuracy.

Meta Quest 3

Unlilke the HTC Vive Pro, the Meta Quest 3 doesn’t require a tethered PV setup cling. This headset glides between VR and MR like a pro. One minute you’re battling in an entirely virtual world, and the next, you’re tossing virtual sticky notes onto your very real fridge.

Meta Quest 3 doesn’t match the ultra-high resolution of the Vive Pro, but its display resolution reaches 2064 x 2208 pixels per eye — and this means sharp and clear visuals that are more than adequate for training sessions, casual games, and other applications.

  • Best for: Portable classrooms, mobile training sessions, or casual VR activities.

Magic Leap 2

The Magic Leap 2 sets itself apart not with flashy design, but with seamless hand and eye tracking that precisely follow your movements and the headset that feels like it knows you. This headset is the one you want when you’re blending digital overlays with your real-life interactions.

2048 x 1080 pixels per eye and the 70 degrees diagonal field of view come with a price tag that’s way loftier than its competitors. But remember that visionaries always play on their terms

  • Best for: Interactive lessons, augmented reality showstoppers, or drawing attention at industry conventions with show-stopping demos.

HTC Vive XR Elite

The HTC Vive XR Elite doesn’t confine itself to one category. It’s built for users who expect both performance and portability in one device.

1920 x 1920 resolution per eye doesn’t make it quite as flashy as the overachiever above, but it makes up for it with adaptability. This headset switches from wired to wireless within moments and keeps up with how you want to work or create.

  • Best for: Flexible setups, easily transitioning between wired and wireless experiences, and managing dynamic workflows.

Oculus Quest Pro

The Oculus Quest Pro is a devices that lets its capabilities speak for themselves. Its smooth and reliable performance, 1800 x 1920 pixels per eye, and enhanced MR with color passthrough earn respect without the need for bragging.

Best for: Switching between VR and MR projects, training modules, and even testing out virtual environments in finer detail.

There you have it. Five wildly different personalities, created to make your VR and MR dreams come to life. But we know, you want to understand them even better, and that’s why we’ve created a comparison table with their specs and characteristics listed.

A Few Words of Wisdom Before You Headset Up

Beyond cutting-edge specs and features, choosing VR or MR headset boils down to two things:

  • What do you need it for?

  • What’s your budget?

If you need jaw-dropping visuals for simulations, choose the HTC Vive Pro. Flexibility on a budget is synonymous with Meta Quest 3. An AR masterpiece can be created with the Magic Leap 2.

The specs and features are only the starting point. The true value comes from how the device integrates into your work, creativity, or training.

And don’t overlook the less glamorous side of owning VR and MR tech, though. Maintenance doesn’t feel exciting, but it’s important. Nobody wants to share a sweaty headset, so invest in face covers or keep some disinfectant handy.

Ultimately, VR and MR are the doorways into a realm where you can design, train, and experience things we once thought impossible. What tools you choose and how you wield them — that’s entirely up to you.

Full Article HERE

Watch the video recordings from our Best of Europe 2025: XR + AI. We had 1200+ attendees, and 20+ speakers.

We had over 1200+ attendees with lots of engagement and networking with 20+ speakers, including:

Ben Widdowson, Head of Marketing Immersive Engineering, Siemens - How XR will Enable the Future of Design and Manufacturing through Immersive Engineering. Discover how XR technologies are finally ready to revolutionize how we design and manufacture the products of the future. We'll explore real-world use cases across the automotive, aerospace, and consumer products industries, showcasing how XR is enhancing the design process and driving efficiency, innovation and collaboration. Join us to see how XR is reshaping these sectors and enabling the future through Immersive Engineering.

European Space Agency (ESA) - Space for XR: Learn how the European Space Agency is supporting XR technology in the domain of 5G/6G and non-terrestrial networks for a variety of use cases—from the energy sector, to medical, Industrial metaverse. Find out how your company could also benefit from ESA funding opportunities in the XR domain!

Silvio Ballerini, CEO, S-iBA Vision - Learn about the VIRTRACON, an interactive VR/AI learning platform that provides innovative, efficient and sustainable skill-building.

Olga Resnik , JOYA Team - Learn about is their optical systems development and engineering specializing in tailored XR solutions for smart glasses and experience in the development of more than 20 AR/VR headsets.

Matthew Connors, Volvo - No Truck, No Problem: Overcoming Distance with VR in the Volvo FH Aero New Product Launch.

Gabriele Zocchi, Hololight - Harnessing XR to Enhance Digital Twins for Greater Efficiency and Performance.

Sara Boss, VRdirect, and Johannes Buchmann, Siemens EHS - Innovate, Collaborate, Learn: Combining the Real and Digital Worlds with VR (360°)

Thijs de Vries, CEO, WarpVR - How agencies can benefit from an VR authoring platform.

Daniel Landau, CEO, AVRIS - Transforming Management Education with Immersive AI

Alberto Carlier, Virtualware - Scaling XR: Why Companies Need an Enterprise Software Platform

Carlos Ochoa, ONE Digital - Reimagining Immersive Edu: The Symphony of Senses, an innovative educational initiative launching in 2025 in Spanish schools. -

LUIS MANUEL FERNANDEZ POLA, Alvearium - Tourism 4.0: Technological Innovation at the Service of the Traveler

Tomas Sluka, CREAL -- It’s all about vision: Vision Care in the core of AR AR glasses are the next evolutionary stage of traditional eyewear.

WATCH HERE