Recap of VRARA Houston Chapter Event

By Jon Banks, President of the Houston Chapter of VRARA.

Houston, we have lift off in the VR/AR/MR industry! Say what? Virtual reality, augmented reality, and mixed reality are a thing of the future and in Houston we are ready to make the future our reality today. The Houston chapter of VRAR Association held their first meeting in March 2017.

We had about 50 people in attendance. Everyone had the opportunity to partake in a few VR/AR/MR realities, from walking the plank to traveling on Mars and other experiences, we started the evening off with mingling and fun hands-on exposure.  

Our meeting included a panel discussion with 5 professionals in various industries that can see how VR would be beneficial to their business, from medical, educational, and social impacts, we got to discuss important pros and cons, ethical concerns, and more with the experts in their fields.

Houston chapter will hold quartely meetings for members and public alike.  Learn about virtual reality, experience virtual reality, let VR be a part of you and come join us!

If you want to stay updated on industry trends, major news and gadgets alike, join our newsletter today.

To contact the Jon Banks, President of the Houston Chapter of VRARA, click here 

VR AR Association and Insta360 throw Tech Party of the Year

Upload’s New LA Coworking and Community Space to Host

 

RSVP here

Los Angeles, Calif., March 30, 2017 - The Los Angeles VR/AR scene is just beginning to make a name for itself, and the VR/AR Association (VRARA), in partnership with leading 360-degree camera maker Insta360, is planning a party that will help put it on the map. To follow up one of the biggest tech events in Los Angeles, VRLA Expo, the VR/AR Association Los Angeles chapter led by Josephine Munis and the Atlanta chapter led by The Virtual Reality Girl, Laura Hall, are throwing an afterparty fit for the occasion, on Friday, April 14th, at Upload LA in Marina Del Rey.

With the venue graciously provided by Upload at their new LA location in Marina Del Rey, this party will bring together the leading voices in VR/AR and the tech industry while offering a fun and exciting environment for attendees to let loose and enjoy.

So far included in the guest list are representatives from CBS Digital, Live Nation, Microsoft's VR team, Sony Pictures VR, Google VR, CAA, Ultrahaptics, California Science Center, Cognitive VR, The Third Floor Inc., The Rogue Initiative, Within, Wevr, USC, Blind Squirrel Games, Jaunt VR and more. Guests will have the chance to demo awesome experiences, check out Insta360’s brand-new professional 360 camera, enjoy incredible food and beverages on VRARA and have a lot of fun! The VR/ARA has lined up a VR DJ to set the mood and will be handing out Swag Bags that will not disappoint.

The event is co-hosted by Insta360, the maker of the world’s most versatile 360-degree cameras, with a goal to empower creators to start capturing virtual reality content and sharing it with the world. Insta360 will demo its plug-and-play 360 cameras for iPhone and Android, as well as the brand-new Insta360 Pro, an 8K camera for pro filmmakers. President of the VRARA Los Angeles chapter, Josephine Munis, explains, “with the help of our co-host, Insta360, VRARA Los Angeles chapter is fulling embracing the nature of VR and AR technologies by making this as immersive as an event as possible.” ADVR, who specializes in immersive virtual reality marketing and advertising, is sponsoring the event. Demos include experiences and games from Insta360, Studio Disrupt, Candy Lab, and others.

Again, the event will take place on April 14th, at Upload LA in Marina Del Rey, and will be hosted from 7pm-10p. Tickets can be purchased on Eventbrite and VRARA members attend free.

Press and Media members are invited to attend with the only stipulation being that they be willing to jump on the VR/AR bandwagon and celebrate this monumental event taking place in the Los Angeles tech industry.

The VRARA is a global organization, with over 35 chapters, whose mission is to accelerate the smart growth of the VR/AR industry on a global scale. The Los Angeles chapter has the specific goal of merging the unique creative and cultural landscape of Los Angeles with the exciting opportunities and development of immersive VR/AR experiences and technologies.

Please contact Amanda Dearman (PR & Communications Director, VRARA LA) at amanda@thevrara.com  with any questions and for information about press passes and additional ticket discounts.

Thank you to our Sponsors!

 
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The New Samsung Galaxy AR VR SmartPhone with Bixby Vision

This week Samsung unveiled two new products that will further real word applications and use of both VR and AR. First, the much discussed Samsung Galaxy S8 and S8 Plus; will enable Bixby Vision. Although Samsung has decided to keep the explanation super simple and just says, the user can point to an object and scan. What is behind the scenes of this tech achievement is what people should be talking about. So far, the functionality of Bixby Vision is limited to product search, location id, translating text, object recognition, and QR codes. However, in the near future, we should expect a fully integrated AR type product to render over the real world objects it identifies.

With Bixby Vision, you can focus on an object through your viewfinder and tap the Vision icon to identify landmarks or translate foreign languages. Bixby lives inside your Camera, Gallery and Internet to give you a deeper understanding of what you’re looking at. Just tap the Vision icon in your viewfinder and Bixby will serve up contextual icons: translation, QR code detection, landmark recognition and shopping. Translate foreign languages just by pointing your camera at text. Bixby vision on the Samsung Galaxy S8 Shopping Take a picture of an item to find out where to buy it.
— Samsung

The second product Samsung announced is Samsung Gear 360 4k! Now, this is big because the content makers and the ecosystem have been waiting for an affordable, easy to use, fully integrated 4k 360 camera for all the fun possibilities it will allow. Users will now be able to shoot in 4k, do live streaming to Facebook and YouTube in 2k and hold the camera in their hand with the newly formed handle. The cost is what sells it, most likely starting in the upper $300 range along with the Gear 360 product line. I am optimistic Samsung appears to be moving opportunities forward in the brave new world of AR/VR.

A whole new VR experience with completely intuitive responses on the in-hand controller, and a Gear 360 that shoots in 4k and fits in your pocket.
— Samsung

Engaging VR/AR Pioneers on the Future of Food

VRARA SF participated in the LAUNCH Food forum in Marin Ca this week, organized by VRARA Sydney member Davar Ardalan. It focused on the role of immersive storytelling to achieve the organization's goals. The following piece was written by Ardalan, originally appearing in Huffington Post.

Update 4/05: Commentary has been added from VRARA SF Chapter Co-President Emily Olman.

Engaging VR/AR Pioneers on the Future of Food

by Davar Ardalan

We’re reporting this week from the LAUNCH Food Forum in San Francisco. We’re here meeting our food innovators from around the world who are committed to helping create a healthier world through innovation. From Fiji to San Francisco, innovator Tash Tan of S1T2 has travelled around the world to do on the ground research for the LAUNCH Legends project on the possibilities of using immersive storytelling technologies with the goal of restoring pride in traditional eating in the Pacific. This has included an explorative trip that saw Tash travel with LAUNCH innovator Chef Robert Oliver and Legends Project Manager Allan Soutaris, across the north coast of the island of Viti Levu to areas most afflicted by a devastating cyclone, then down to the capital Suva before visiting a surrounding island, Beqa.

“Just as stories are shared through time,” Tash says, “the traditional recipes and culture of healthy and organic eating are passed down through each generation in the most magical of ways. My fear is that this culture is now under threat because the traditions of the people are being replaced with new-found values in foods that are highly-processed and rich in salt or sugar.”

At a LAUNCH Legends roundtable this week in the Bay Area, Tash recounted his investigative journey to Fiji, where he learned about the history and culture behind Fijian storytelling traditions. Tash shared his experiences with leading experts in immersive storytelling and food and nutrition, from sharing legends and folklore around the kava bowl to reading the pages of treasured books.

The focus of the roundtable was to engage guests’ collective insights and knowledge, get feedback, and explore opportunities for collaborative partnerships that could benefit the goal at hand— to make an impact on nutritional outcomes within targeted sites in the Pacific using immersive storytelling and emerging technologies. 

“The roundtable participants came from a diverse range of backgrounds, from nutrition to virtual reality and journalism, which created a fertile environment for creative problem solving around the nutrition challenges we’re looking to tackle with our toolkit of emerging technologies,” said Ben Kreimer, technical advisor for LAUNCH Legends.

LAUNCH Legends roundtable included VR pioneers in the Bay Area, DFAT’s innovationXchange, co-President of the VR/AR Association in San Francisco, and experts in food systems and movement building as well as LAUNCH and SecondMuse team members. 

“What surprised me was to learn that the challenges in the food system are similar to the challenges within the storytelling space,” says Stuart Gill, partner at SecondMuse and LAUNCH. “One of the VR producers today reminded us that the food business and emerging technologies are primarily focused on entertainment as opposed to meeting our basic human needs, like eating and telling compelling human stories,” Gill added.

Through a curated presentation and discussion format, we posed questions about the creative challenge ahead to effectively source learnings from the participants as they apply to this challenge. 

“We learned something powerful today from our engagement with Tash Tan, and that is that the story always comes first and the technology second,” says Jeff Hamaoui, Executive Director of LAUNCH.


Additional Commentary by VRARA SF Chapter Co-president Emily Olman:

The LAUNCH Legends Roundtable in Sausalito brought together leading VR pioneers including Barry Pousman and Daniel Burwen of JauntVR. Participants were informed of progress on the project from one of the LAUNCH Legends Finalist Tash Tan, and further explored how VR/AR can be implemented for the most lasting, behavior-changing impact within the target population. 

The global strength of the VR/AR Association was evident, as Davar Ardalan (D.C. Chapter Member and Sydney Chapter Advisory Board Member), Emily Olman (SF Chapter Co-President), and Tash Tan (Sydney Chapter Member) were all in attendance. The VRARA SF Chapter hopes to collaborate with Ardalan and Tan later this year for a follow-up event.


Learn more about the VR/AR Association, San Francisco Chapter here


Vancouver's Chapter of the VR/AR Association Makes VR/AR/MR accessible

Article originally posted by The Georgia Straight, can be found here and written by Kate Wilson, March 9th, 2017. 

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Imagine a world where you can hold up a cellphone in front of a restaurant, and instantly see Yelp reviews, flip through a digital menu, and have the option to book a table. Then consider driving a car with a smart windshield, which displays digital graphics on top of the driver’s real-life view. And then try to wrap your mind around a world where screens have become completely obsolete—because individuals can conjure computer displays through contact lenses or glasses.

According to Dan Burgar, president of the Vancouver chapter of the VR/AR Association, that day is almost upon us. Working to develop awareness of virtual reality (VR)—the technology where users wear an immersive headset to experience three-dimensional environments—and augmented reality (AR)—the practice of superimposing computer-generated images onto a user’s view of the real world—Burgar finds it difficult to think of an industry where the hardware would not generate a huge leap forward.

“I think the thing that will blow people’s minds the most is the practical applications,” he tells the Straight, reached by phone at the Mobile World Conference in Barcelona. “The gaming stuff is really fun, and the entertainment side is really interesting, but what I get most excited about is how widespread it’s going to become in everyday life, whether it’s in professions like healthcare, where people can operate without having a human body in front of them, or just walking around on the street.

“It’s already beginning to be used in areas like building development, where it gives architects the tools to manipulate their creations in three-dimensions,” he continues. “Real estate is using it to allow customers to visualize unbuilt spaces, and to view properties without actually having to visit them. And it’s becoming important in education, where it’s possible to train individuals in areas like oil and gas extraction by just putting on the headset. That allows you to get as close as possible to a real-life experience before entering a dangerous situation.”

Vancouver is fast becoming a hub for VR and AR—a fact that hasn’t gone unnoticed by the B.C. government. Not only has the province invested $100 million in venture capital for British Columbian tech companies, it’s recently started offering a tax credit specifically for virtual and augmented reality. It’s that forward-thinking approach, Burgar says, that inspired him to create a VR/AR Association chapter in the city.

“If I had to sum it up, I’d say that the VR/AR Association is a community of the best minds making use of virtual reality and augmented reality,” he comments. “So far there are 28 branches, including places as far-flung as New Zealand, Russia, and the UAE. The goal is to connect businesses and organizations with the developers and service providers working with the technology. We want to band together with companies to figure out what the best practices are, and how we can connect together to move the industry along.

“Our Vancouver chapter has about 30 members,” he continues, “but there are more than 50 companies here that are dabbling in virtual reality or working on augmented reality development, and that number increases every day. We are continually connecting local businesses with Vancouver developers, and figuring out how to use this technology creatively.”

As well as pointing out its versatility in a business to business setting, Burgar is keen to bring VR and AR to the local public. Recently organizing an event at Canuck Place—a hospice that offers palliative care services for sick children in B.C.—the VR/AR Association staff spent a day introducing the kids to the headsets.

“Community engagement is really important to our organization,” Burgar says. “We live in such a great city, and any way that we can give back is big for us. It feels great to be able put a smile on the kids’ faces by putting them in VR goggles and getting them out of the hospital with games, or transporting them to different virtual locations, and letting them immerse themselves in fantastic worlds. We want to continue cultivating and helping out Vancouverites in any way possible, and we have some initiatives we’re working on that will bring this technology to the community.

“Our next big VR and AR event is called CVR,” he continues, “which is the Pacific Northwest’s leading virtual, augmented, and mixed reality expo. We’re expecting between 8000 and 10,000 people. The Friday will be an industry day, and people like NASA, CNN, and the government of Canada will be there to discuss where VR and AR fit in their industry. Then we open it up to the public for the weekend, where anyone can come and try it out. We think it’s important that this technology is accessible to everyone—because this is the future.”

CVR is at the Vancouver Convention Centre from May 5 to May 7. More information about the VR/AR Association can be found here, and the official page for the Vancouver chapter can be located here.

SF: Come Experience the Intersection of VR and Art

For discounted passes, contact us

What does the intersection of VR and art look like? Come find out at Upload's Art + VR event this Friday night. VRARA SF has partnered for discounted attendance for members.

Art & VR brings the bay area tech and art communities together at Upload SF. Designers, artists and techies converge to explore this new medium to the creative industries.

There will be original artwork for sale alongside live VR demos, not to mention that this is the first black tie event in the event's series.  Find out more and register here

 

Thought Leaders: Where Are We in VR/AR's Life Cycle?

This post was authored by Kristie Cu, business strategist and VR/AR lead at VRARA SF member Orange Silicon Valley. It originally appeared on Medium. More info on VRARA SF and its members can be found here

Where AR and VR Stand in 2017 After a Dizzying Wave of Hype

By Kristie Cu

Virtual reality headsets are not hard to find in 2017. Just take a look at the next big conference you attend; you’ll likely find some type of Oculus or Vive demo. Visiting a newsstand? You’ll likely be able to find a free Cardboard in a magazine, covered with someone’s promotional branding. Visiting a sports stadium? You’ll probably find VR demos there as well.

You’ve probably tried one or more of these VR or augmented reality demos. Why? Because we saw how much smartphones changed the world, and the future of tech seems even more promising. But now you’ve tried it — were you blown away? Do you immediately want to buy a high-end headset? Desktop hardware? More games? Controllers?

Using technology as a shiny promotional tool can work when it’s nascent; everyone wants a taste. But, when someone gets a mediocre-at-best first taste, it can be hard to convince that user to return. VR and AR can be used as gimmicks, but they can also be so much more. That’s why VR/AR still needs a successful and robust market introduction to fully deliver on the platforms’ promise.

While we haven’t seen shockingly wide-spread adoption, there is still reason to be optimistic — about AR, VR, and the evolution of both industries as we see new applications unfold.

Here are some positive highlights: Early statistics show strong potential for VR/AR market size. The few numbers that we have point to a growing, promising industry — to date, approximately 5 million Samsung Gear VR’s915K Playstation VR units420K HTC Vive headesets, and 350K Oculus Riftshave been sold. Meanwhile, a reported $2.3 billion in venture capital has been deployed into AR/VR. We also know global smartphone is at all-time highs, which could be viewed as additional addressable market, a whopping 2 billion+ people who could be using mobile VR — which will of course depend upon successful mobile hardware and software.

 

Sources: Samsung, Sony, SuperData Research

What’s to come has constantly been the story of the slower, but larger market of AR within the enterprise. A topic perhaps less visible to consumers, but extremely powerful and potentially enabled by some of the VR technologies that exist today. Beyond the fact that the forecasted addressable market is large, few AR headsets are available, and early signs point to a need to attract more developers and wait. Larger corporations are just getting started, with many focusing on illustrating ROI through proof of concepts.

Corporations, VCs and angels alike are investing in the opportunity to see new means of productivity and entertainment to come of both AR and VR. A surge in the number of VR/AR focused funds indicates high interest and enthusiasm in the market, including funds like Virtual Reality Venture Capital Alliance (VRVCA), Presence Capital, The Venture Reality Fund, Colopl and corporate groups like HTC, Comcast Ventures, Qualcomm Ventures, Intel Capital, and Google Ventures.

So far, some early investments results have been mixed, but some positive signals have emerged in early 2017. Corporations continue to indicate strong interest in the AR/VR markets, and I have compiled a timeline of the most noteworthy moves this quarter.

See interactive timeline

While market signals are still waiting to mature, corporations continue to push forward. Samsung will push forward with a $150 million fund that will in part target young VR startups. HTC announced its own new push in the mobile VR arena, and its Vive headsets will feature prominently in IMAX’s new VR theater in Los Angeles. HTC appears to be confronting challenges shared by Facebook’s Oculus division, rolling out new financing plans to make its Vives accessible to a wider audience. That move echoed the Mar. 1 Oculus announcement that its headset prices would be cut from $499 to $399.

What’s clear is that the value from this emerging technology is indeed promising, but that the precise value is still being determined — puzzle pieces are constantly in flux: from the hardware itself, to business models and pricing, to content and strategic partnerships. Thus, as all players seek to establish themselves as first-market-movers, their decisions should be fueled not only by short-term value, but also by long-term customer value as well.

Kristie Cu is a business strategist focused on corporate strategy, virtual reality, augmented reality, deal sourcing, and partnerships at Orange Silicon Valley.

Boris Pokrić, Founder and CTO of ARVRtech, on why ARVRtech joined VRARA

ARVRtech is delighted to announce that it has become the newest member of the global VR/AR Association, the leading industry organization that gathers stakeholders working in the field of Virtual and Augmented Reality. 

Both the VR/AR Association and ARVRtech are devoted to implementing Virtual Reality and Augmented Reality across various industries and setting new standards in using these advanced technologies.  As a VR/AR Association member, ARVRtech will participate in the Association's initiatives, such as providing industry expertise and further connecting with partner VR and AR organizations so as to accelerate the smart growth of VR and AR in the global market.  

In addition, ARVRtech has extensive know-how in developing products as well as customized AR and VR solutions across verticals such as retail, education, tourism, manufacturing, healthcare and looks forward to working with determined and ambitious world-wide players in AR/VR domain.  

Boris Pokrić, Founder and CTO of ARVRtech stated, “As we become part of VR/AR Association, we are going to contribute to the community of VR and AR creators, developers and analysts. Right now we are setting foundations to base our future products not only on Virtual, Augmented and Mixed Reality, but also on Artificial Intelligence (AI) and Machine Learning (ML) components. Everything we do we will structure from the client perspective, bearing in mind their aims, budget, duration, target groups, as well as available data channels.  

ARVRtech is excited to be part of VR/AR Association because we will participate heavily in raising up awareness about this upcoming technology and helping out other stakeholders who create value in the world of VR and AR.’’ 

For more information please visit arvrtech.eu 

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About ARVRtech: ARVRtech is a company passionate about Augmented and Virtual Reality on a mission to continuously develop smart and innovative technological solutions across different verticals: marketing, retail, education, tourism, art, entertainment. Here at ARVRtech we strive to make the best possible products on foundations of the latest Augmented and Virtual Reality Technologies. 

Our products range from scientific and commercial projects for international companies and governments, to fun and interactive games and presentations for some of the world's most renowned brands and marketing agencies. As the technology we use develops and improves, so do we, therefore we are always introducing new and interactive solutions for our clients. We have assembled an outstanding team and continue to create, enhance and implement our solutions for our loyal customers and end-users. 

Come See Us at SVVR Next Week

For discounted passes, contact us

SVVR is one of the VR industry's biggest trade shows, and its flagship spring event is coming up next week (March 29-31) in San Jose. This comes at a time when VR excitement is cresting.

VRARA SF has aligned with SVVR as a media partner That means discounts for members among other things. Contact us for discount codes or to let us know you'll be there.

We'll be in full force: covering the show, taking the pulse of the industry and meeting with top leaders. Speakers include include Tony Parisi, Michael Yang and lots more  you can see here.  


Learn more about the VR/AR Association, San Francisco Chapter here


Plotting VR's Learning Curve: A Conversation With Strata

In VR and AR's early days, we're learning a lot about consumers' appetite and understanding. One phenomenon we've observed -- especially with VR -- is that newbies grasp it right away, then quickly ideate other areas where it could apply.

In other words, after receiving a VR demo -- say a gaming or productivity app -- they'll intuitively begin to verbalize other prospective VR applications that could apply to their lives or work. They'll talk about how they see everyone from doctors to designers using it.

The phenomenon played out at this week's Chief Learning Officer week, where we witnessed VRARA member Strata give demos to long lines of people from the corporate training/learning segment. The hot topic of the day became VR's place in everything from management to industrial training.

"I've been working in tech for many years, and have never seen a new technology that people understand so quickly when you give them a demo," Strata CEO John Wright told me. "And their minds will immediately go to other VR applications that make sense."

One reason for this cognitive leap is VR's visual intensity. It strikes users to such an immersive degree that they understand it on deeply visceral levels. It's also interesting to watch new users intuitively pick up controls/inputs without instruction (sometimes a function of age).

But there's also a downside to the phenomenon: because it's so deeply visceral, it can't be explained in words. So the masses won't truly grasp VR until they try it in person. That raises a barrier in these early cost-burdened days of VR, when relatively few people have access.

This is supportive of two things that will bring VR to the masses sooner: mobile VR and location-based VR (e.g. VR arcades). The latter will need to come before wide-scale HMD home ownership... just as the arcades of the 70s and 80s preceded home gaming console ubiquity.

But the biggest lesson is that VR's adoption and market penetration will start slow, but then hit a tipping point and suddenly accelerate quickly. That will happen when a critical mass of consumers get that initial "wow" experience, then naturally imagine other apps they want.

But all of the above mostly applies at the consumer level. The adoption cycle will happen faster in the enterprise, as we've argued. Like consumers, corporate buyers will need to try VR to get it, but ultimately they'll have a greater impetus to invest given potential cost savings.

That brings us back to Strata. It's beginning to target large companies that have decentralized teams that need specific training. Doing that in a virtual environment is cheaper than dispatching human capital to far-flung locations; and it's more effective than training videos.

One of Wright's demos is an immersive guide to fixing a Ford truck tire, which could be used by dealerships as a design reference. Similar processes could be applied to everything from Jiffy Lube to Supercuts, where quality control and common protocols need to be enforced.

This makes the corporate franchise sector an opportune area for VR. We're not there yet but the first step is awareness. Once the tipping points comes -- as we saw with enterprise app development in the smartphone era --  the corporate spending will flow quickly.


Learn more about the VR/AR Association, San Francisco Chapter here


NYC Media Lab becomes a member of the global VR/AR Association

NYC Media Lab is pleased to announce that it has become the newest member of the global VR/AR Association (VRARA), the largest directory of over 3,500 organizations involved in virtual, augmented, and mixed reality.

Both the VR/AR Association and NYC Media Lab are dedicated to fostering growth in the virtual reality and augmented reality industries.  As a member, NYC Media Lab will participate in the Association's initiatives by which NYC Media Lab will be connected with VR AR organizations to accelerate the market.

"We are excited NYC Media Lab has joined our global association. NYC Media Lab is the epicenter of all VR AR in NYC and we look forward to accelerating the market together with smart growth in NYC and globally," Kris Kolo, Global Executive Director, VR/AR Association. 

Learn more about NYC Media Lab here nycmedialab.org

VR/AR = Superpowers: Join Us at AWE

For discounted passes, contact us

In the VR/AR conference calendar, the red-letter day that I look forward to most is AWE. That stems from an affinity for AR, and the opportunity to see all its biggest players under one roof. 

This year's show will be May 31 - June 2 in Santa Clara. It will feature 200+ speakers, 200+ exhibitors 5,000+ attendees -- everything from C-level to developers and creative agencies.

VRARA SF will be there, so let us know if you want to meet. We're also an official media partner, meaning deeply discounted passes (45%) for VRARA members. Shout if interested


Learn more about the VR/AR Association, San Francisco Chapter here


 

 

Content is King at SXSW

The big story for VR/AR/MR at SXSW was not the usual industry write-off, as a ‘fad’ or whether platform providers can make affordable tech. By far what got people excited was Nat Geo Further Base Camp event series. The week-long interactive line-up gets people into experiences and into the world of National Geographic. What made this series special was the live and sharable nature of the action itself.

The second runner up for most liked showing, was Felix and Paul’s feature film Miyubi. This 40-minute film captured both the story and audience with seamless execution; making the story cleverly play out using a robot toy as the VR element of choice to allow the audience to view the life of a boy set in 1982 suburbia.

On the ‘solutions’ side of things, reinvent (Rehabilitation Environment using the Integration of Neuromuscular-based Virtual Enhancements for Neural Training) presented a tangible healthcare therapy. USC’s NPNL researchers program is designed to help aid in the recovery of brain injury. The main idea is that the tech picks up neurofeedback utilizing sensors and a headmounted VR display without actual physical movement from the patient. This type of Neuroplasticity and Neurorehabilitation Therapy aims to provide more engagement for the patient visually and thus help rebuild ‘broken’ neuropathways faster. All in all, the common theme for SXSW was content. People want more content and content applications to enhance and elevate interactive possibilities in their everyday lives.

Below are some highlights: 

 

In the spirit of Content is King, join our Industry Committees to work on best practices, guidelines, and standards for VR AR. 

Come See us at VRLA

For discounted passes, contact us

VRLA is one of the VR industry's biggest trade shows, and its flagship spring event is coming up fast (April 14-15).

VRARA has aligned with VRLA as a media partner -- both the global organization and the San Francisco chapter. That means discounts for members among other things.

VRARA will also host an afterparty on the first night of the show. It will take place at UploadVR's new LA space, and feature industry leaders, tech demos, food and music.

Contact us for info on VRLA, discount codes or to let us know you'll be there. We'll be in full force: covering the show, taking the pulse of the industry and meeting with top leaders.


Learn more about the VR/AR Association, San Francisco Chapter here


SF VRARA: Talking About VR... While In VR

There's a saying internally at Google: "We like to eat our own dogfood." Used to describe the corporate culture of using its own devices -- for both solidarity and beta testing -- we invoked the term this week to "walk the walk" with VR.

At Wednesday's ARVR MunchnLearn in Palo Alto we presented data and insights on the VR sector...live in VR. This essentially involved me presenting 2D slides just like any other presentation, but in front of a green screen.

The on-site audience saw just that. But the remote live audience got to see slides that animated and filled the parameters of the 360 viewscape. This involved some software and optical wizardry, care of 3D production company Spinor.

Though rudimentary, admitted MunchnLearn founder Mohammad Musa, the format will evolve to be more "native" to VR. In other words it won't use rectangular slides -- a vestige of 2D media -- but immersive 3D graphics that sync with presentations.

In the meantime it remains a step forward, and brings an additional layer of fun and immersion to an otherwise 2D presentation. Look for more presentations like this from ARVR MunchnLearn, including our involvement.

The entire presentation can be seen below. View it in a comatible browser to pan with your mouse or finger. Or preferably, use any VR headset that has the YouTube app, including mobile VR (YouTube cardboard mode).


Learn more about the VR/AR Association, San Francisco Chapter here


Why InContext Solutions Joined the VRARA

By Patrick Niersbach, InContext

VRARA is important because as an industry we need to commit to the long game for VR and AR. Right now those seeds are starting to sprout but it’s going to take a concentrated effort from corporations, solutions providers, universities, students, studios, etc. Without this it will stay in first gear as an enthusiast platform.
— Tracey Wiedmeyer, InContext CTO

At one time, not that long ago, virtual reality technology was a futuristic, hypothetical concept for the most part—there were gamers who were very much into the advancement of VR, but it wasn’t something people saw potential in beyond entertainment. Until it was. The past decade has shown us that VR has a multitude of important uses far beyond gaming—it has infiltrated the business world, and created advancements in health and education.

That’s why we were so excited when InContext was giving the opportunity to join the VR/AR Association and lead the Chicago/Milwaukee chapter. The VRARA, as it’s known, is an “international organization designed to foster collaboration between innovative companies and people in the virtual reality and augmented reality ecosystem that accelerates growth, fosters research and education, helps develop industry standards, connects member organizations and promotes the services of member companies.”

As chapter president, InContext CTO Tracey Wiedmeyer is looking to help bring together the Midwest VR and AR communities to further establish the technology’s long term value by setting up a foundation to build upon.

“VRARA is important because as an industry we need to commit to the long game for VR and AR,” he said. “Right now those seeds are starting to sprout but it’s going to take a concentrated effort from corporations, solutions providers, universities, students, studios, etc. Without this it will stay in first gear as an enthusiast platform.”

As members, InContext will be able to participate in Industry Committees and will organize bi-monthly events that will help connect and introduce VRARA members to the local community. The Midwest is quickly becoming a technology hotspot, and Tracey hopes that through the VRARA he can help facilitate conversations that have been isolated in the past.

“In typical humble Midwest fashion, there is actually a lot going on in the space, but no one talks about it,” he said. “If we can share ideas, approaches, best practices, and knowledge, the community can start to build upon itself like any other evolutionary technology.”

For InContext, specifically, being a VRARA member will give us access to the Retail & eCommerce Committee, which gives us the ability to share our knowledge of VR solutions for retail, and learn from others within the space. We're always looking to advance our VR capabilities for clients, and the VRARA offers us a unique chance to establish a supportive community to do just that.

Contact Tracey for more information or to become a member of the VR/AR Association!

Original article here

SF VRARA: VR/AR's State of the Union (video)

What's the current snapshot of VR and AR; and where do the biggest near-term opportunities lie? VRARA SF tackled these questions in a guest speaking slot at ARVR MunchnLearn.

Though we're excited for a VR future where headsets are the ubiquitous hardware standard, alternative formats will bridge that gap and scale more effectively to mainstream audiences.

With roughly 17 million VR headsets sold to date, The sector's momentum is clear but it pales in comparison to current ubiquitous hardware: $2.6 billion global smartphones.

That points to a nearer-term opportunity for mobile VR (Daydream, GearVR, etc.). It also points to temporal VR experiences that don't require upfront hardware purchases, such as VRCades.

The same goes for AR: We're not technologically (nor culturally) there yet for smart glasses ubiquity. So mobile is showing the way for a nearer-term scalable opportunity for AR.

The full presentation from this week's appearance is replicated below (slides and voiceover). Stay tuned for the on-site presentation video, including a 360-degree version. 


Learn more about the VR/AR Association, San Francisco Chapter here


Recap of Vancouver Chapter event, VR/MR Beyond Gaming

Another sold out Vancouver chapter event took place on February 23rd at the TELUS Garden Flex Space, provided by TELUS PureFibre Team.

This event, VR & Mixed Reality: Beyond Gaming, was focused around the practical usage of the technology and the ways we expect it to disrupt wide range of industries and in our daily lives. Kharis O’Connell, author of Designing For Mixed Reality, led the keynote speech on Practical MR/VR and Designing for the Future. He explored the possibilities of integrating mixed reality in businesses and our daily lives, as well as potential limitations and ethical boundaries.

The rest of the night consisted of networking, bites and sips, and demos. Our attendees were immersed in four different demos from CognitiveVR, LNG Studios, LlamaZoo, and Build Direct. CognitiveVR showcased eye tracking VR analytics compatible with the new FOVE headset, and LNG Studios showcased GoogleEarth view for HTC Vive. LlamaZoo and BuildDirect showcased their demos on Microsoft HoloLens. LlamaZoo demonstrated mixed reality anatomy of a canine heart, whereas BuildDirect showcased a demo for interior designs.

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We're proving that Vancouver has a huge appetite for VR/MR and is only growing. The chapter is excited about upcoming events as well as other initiatives that will help us to continue to cultivate Vancouver as a global VR/AR/MR hub.

A special thank-you to all of our sponsors who made this event possible: Entax Consulting, TELUS PureFibre, BCIT, Voyer Law.

Written by Laura Ryu

Photo Credits to Josue Pacheco @josuedev