Brooke Meredith appointed as Chair of VR/AR Association's Location-Based Entertainment Committee

We are excited to have Brooke Meredith help lead our community for Location Based Entertainment.

Immersive experiences designed for participants who are in the same physical and virtual location have a unique set of affordances and challenges. Join representatives from different organizations to develop best practices and guidelines for LBE. Part of the mission of the Location Based Entertainment. committee is be to develop relationships between content creators and venues and to lower the barrier of entry for indie developers. 

Brooke is ecstatic to co-chair the Location Based Entertainment Committee. With the launch of VPS, Sky Segmentation and other location based technology advancements we have the ability to dynamically insert entertaining and engaging content experiences anywhere and everywhere. The world becomes a creative canvas and it’s exciting to think how we can layer virtual elements on top of our physical environments to share stories, interact and educate.
— Brooke Meredith

With expertise in innovation, creative strategy and business development, Brooke Meredith is an award-winning cross-channel marketing executive. Over the course of her career, she has worked with a number of notable clients, including Verizon, Saks, Walmart, Diageo, American Express, Visa, HBO, and PWC. She is recognized as an industry expert and she has served on a panel at the AR/VR Association's 2021 conference on Augmented Reality and Paid Media: How Augmented Reality is Determining the Future of Paid Media. Brooke joined Aircards in 2022 as the Vice President of Client Partnerships, joining an incredible team to spearhead projects that deliver interactive, impactful and immersive experiences for marketing, advertising, and business to business clients. With the launch of numerous location-based augmented reality initiatives, Aircards has helped users augment their real worlds, share their experiences, and reengage with their surroundings. Brooke is passionate about augmented reality and specifically how brands can engage and interact with their users in an authentic, dynamic and enriched manner wherever they are.

University of New Brunswick Establishes Spatial Computing Education, Training and Research Laboratory

New lab will support growth in aerospace ecosystem 

 Aerospace is one of the most research-intensive and export-focused manufacturing industries, employing thousands of highly qualified people in every region across the country. By strategically investing in the aerospace sector, the federal government is supporting an innovative industry and a key driver of our nation’s economy. 

New lab will help small and medium-sized businesses in the aerospace industry 

Today, the Honourable Ginette Petitpas Taylor, Minister of Official Languages and Minister responsible for ACOA announced an investment of $823,125 toward the Spatial Computing Education, Training & Research Laboratory (SPECTRAL) at the University of New Brunswick (UNB). The announcement took place at Fredericton-based Kognitiv Spark, a global leader in spatial computing technology. Kognitiv Spark is investing $150,000 in the project, as well as a $410,000 in-kind contribution. 

 SPECTRAL will support SMEs and other aerospace industry clients by providing access to world-class research and development and supporting a digitized aerospace supply chain, as well as new educational and training programs in the spatial computing field. The project will create a pipeline of highly qualified personnel with training in industry-relevant spatial computing and help local companies maximize opportunities in the global aerospace supply chain. 

Today’s announcement further demonstrates the Government of Canada’s commitment to help businesses grow, reach new markets, drive innovation and contribute to Atlantic Canada’s economic success. 

Quotes 

“We are committed to driving economic growth in Atlantic Canada. The University of New Brunswick’s Spatial Computing Education, Training & Research Laboratory will help maximize opportunities in the spatial computing industry and meet growing demand in the global aerospace sector, benefitting our economy for years to come.” 

- The Honourable Ginette Petitpas Taylor, Minister of Official Languages and Minister responsible for ACOA 

 “Spatial computing is an exciting area full of rich, emerging potential for the aerospace ecosystem and beyond. We are grateful for ACOA’s support of our vision of collaboratively advancing research and innovation in this domain and training tomorrow’s experts through student learning opportunities.” - Dr. Paul J. Mazerolle, President and Vice-Chancellor of UNB 

“Today’s announcement is truly exciting and will have a positive impact across not just the Atlantic region, but Canada and the wider aerospace industry. This is the next step in a collaboration that highlights some of the amazing opportunities for technical and academic leadership in Spatial Computing that exist here in New Brunswick.” - Duncan McSporran, COO and VP of Defence and Public Sector, Kognitiv Spark 

Quick facts 

• The University of New Brunswick’s (UNB) SPECTRAL builds on years of expertise and partnership in human-computer interaction, as well as a desire to grow the aerospace ecosystem. 

• Since 2016, Kognitiv Spark Inc. has worked closely with global partners to guide mixed reality solution development, with an emphasis on user-centered development. 

• ACOA’s contribution is through the Regional Economic Growth through Innovation (REGI) program, which supports projects that promote sustainable community economic development, enhance business development and growth, and facilitate innovation. 

Kim Holland 

Director of Marketing 

Kognitiv Spark 

kim@kognitivspark.com 

Explore the ways you can create in, and build for, the metaverse with Meta Spark!

 
 

The VR/AR Association has partnered with Meta to develop the next generation of metaverse creators to gain the skills required to create in extended reality (XR) technologies including AR and VR. Through Meta Immersive Learning, Meta is investing $150M to help develop the next generation of metaverse creators, fund high-quality immersive experiences that transform the way we learn, and increase access to learning through technology.

Through the Meta Spark Curriculum, creators and learners can explore free online courses, podcasts and creator-led trainings to help them transform their ideas into life in the metaverse. Creators of all levels have the opportunity to discover online learning courses, training programs and certifications in creating AR experiences by using Meta Spark.

To obtain your complementary certification voucher for Meta Certified Spark Professional 700-101, please contact info@thevrara.com with proof of completion of the Quickstart, AR Fundamentals and AR Pro courses.

Creators who complete all courses receive the following benefits:

Learn AR with Meta Spark courses

Whether you’re a new learner or an experienced professional, Meta Spark Studio has all of the features and capabilities you need to create engaging augmented reality effects.

Quick Start

The Meta Spark quick start course helps aspiring augmented reality creators develop the necessary skills to create basic effects in Meta Spark.

  • Getting Started with Meta Spark (20 mins)

  • The Basis of Creating Effects with Meta Spark (55 mins)

  • Sharing Your AR Effects with the World (10 mins)

  • What’s Next for AR Creators (5 mins)

  • Click Here to Get Started!

AR Fundamentals

This course is designed for creative professionals eager to learn fundamental AR design principles and practical AR creation skills using Meta Spark Studio.

  • Introduction to AR with Meta Spark (1.6 hrs)

AR Pro

The Spark AR Pro course is the next step for experienced Augmented Reality content creators. You'll learn how to design more engaging experiences with Spark AR and have opportunities to create effects for fictitious businesses.

  • Before Diving In (5 mins)

  • Design and Concept (1.2 hrs)

  • Scene Assembly (1 hr)

  • Scene Interaction (1.5 hrs)

  • Testing and Deployment (30 mins)

  • Click Here to Get Started!

  • This course, in addition to the study guide and the practice test, will also help prepare you for the professional certification exam.

To obtain your complementary certification voucher for Meta Certified Spark Professional 700-101, please contact info@thevrara.com with proof of completion of the Quickstart, AR Fundamentals and AR Pro courses.

Phoenix-Based Software Firm Launches New "Metaverse Workshop" Division

Founders Workshop, a 14-year old digital product and software development firm based in Phoenix, has announced the formation of its new Metaverse Workshop division and the hiring of Julian Reyes as Chief Metaverse Officer. Metaverse Workshop will deliver business consulting and product development around a variety of emerging technologies related to the Metaverse, Web3, and augmented and virtual reality.

The division’s core offerings will include education and ideation workshops, product strategy and development, and ongoing product support.

In his new role, Reyes will be responsible for applying Founders Workshop’s proven product development process to implement Metaverse, Web3, XR, and Digital Twin solutions. Prior to joining Founders Workshop, Reyes worked at Meta and Cisco. He also was the CEO and founder of Keyframe Entertainment, which produced media projects, events, VR demos, and 3D worlds.

Since 2008, 150+ innovative business leaders have trusted Founders Workshop to build their digital products, web and mobile apps, and market-ready startup MVPs. From business strategy and consulting services, to product design and management to engineering and beyond, Founders Workshop develops software that propels business forward.

Contact

Name: Julian Reyes

Email Address: julian.reyes@metaverseworkshop.biz

Exploring the Digital Pioneers in XR

Lenovo and Qualcomm Technologies, Inc. have created a series of videos where developers in the Snapdragon Spaces™ early access and Pathfinder programs share their experiences and creativity.  VRARA members, check out this introduction video for a quick overview of the Snapdragon Spaces™ XR Developer Platform, its key benefits for developers plus learn more about the Lenovo ThinkReality A3 smart glasses that bring AR to life.

Follow the included link in the video to see the developer videos and explore what is possible in AR.

Snapdragon Spaces is a product of Qualcomm Technologies, Inc. and/or its subsidiaries.

You can check out the entire Pioneers in XR series here: https://www.youtube.com/playlist?list=PLs18hw3X0NC4uagovCyKjwE1dG2PueelM

New Hawaii Chapter of the Virtual Reality and Augmented Reality Association (VRARA) Launches

HONOLULU, HI - The Virtual Reality and Augmented Reality Association (VRARA) is proud to announce the launch of its newest chapter in Hawaii.

"We are thrilled to be expanding the presence of VRARA in Hawaii and to be able to offer our members and interested parties in the state access to the resources and networking opportunities provided by the Association" said Jordan Oliver, Vice President (VP) of the VRARA Hawaii Chapter. "The virtual and augmented reality industry is rapidly growing, and we believe that Hawaii has the potential to be a leader in this field. We are excited to be a part of that growth and to support the development of this industry in the state."

"We are excited for this new chapter in Hawaii to tap into our global VRARA community of 60,000 professionals to support Hawaii's growing tech sector through knowledge sharing and key connections." said Kris Kolo, Global Executive Director of VRARA.

The Hawaii chapter will be led by: 

  • Matthew King II, Managing Director of HEMexperiences.com, a VR and immersive experiences company, as Chapter President

  • Jordan Oliver, Consultant and Esports Manager at HPU Esports Arena as 1st Chapter Vice President, and 

  • Albert Fung as 2nd Chapter Vice President and VR Specialist.  

They will partner to promote the use of virtual and augmented reality technologies in various industries and sectors, such as education, healthcare, tourism, and entertainment. 


King shares, "I look forward to building our chapter goals which includes 

  1. creating a powerful Hawaii eco-system to collaborate, network, and succeed;

  2. provide an environment where members and invitees can confidentially share new ideas, meet potential supporters, users, investors, and connect universities directly with innovative industry allies;

  3. and share the spirit of Aloha physically and digitally, from Hawaii to the World and beyond."

For more information about the VRARA Hawaii Chapter, please contact Hawaii@thevrara.com or visit  https://www.linkedin.com/company/vrara-hawaii-chapter.  

VRARA Hawaii Chapter - Launch Event

Date: Tuesday, February 21, 2023 

Time: 5:00 PM  9:00 PM

Host Location: HPU Esports Arena 

1 Aloha Tower Drive, Honolulu, HI 96813

To receive an invite to attend the launch event, please request online at

https://forms.gle/ss3hnEVFtvkr2scw9.

+++

About the Virtual Reality and Augmented Reality Association (VRARA)

The VRARA is a global organization that aims to promote the growth and development of the virtual and augmented reality industry. Founded in 2014, the organization has grown to include a diverse range of members from various industries and sectors, and has chapters around the world. The organization connects and collaborates with industry leaders working in the virtual and augmented reality space, globally.

Hawaii Chapter Executives

Matthew King II:  https://www.linkedin.com/in/matthewkingii 

Jordan Oliver:  https://www.linkedin.com/in/jordanjoliver 

Albert Fung: https://www.linkedin.com/in/thealbertfung

SPONSORS


Alicja Jaworska appointed as Co-Chair of the VR/AR Association Healthcare Committee

We are thrilled to have Alicja Jaworska join the leadership for our Healthcare Committee and help guide our community.

 I am so excited to co-chair the VRARA Healthcare committee. I am passionate about bridging the gap between technology and healthcare. Virtual and Augmented Reality has a lot of potentials to revolutionize many aspects of healthcare, from patient care to medical education. By introducing different vendors, products, and innovations through our monthly meetings, I hope we can share expertise and inspire each other. I look forward to meeting future healthcare leaders and helping prepare the roadmap of the healthcare VRAR system.
— Alicja Jaworska

The VRARA Healthcare Committee is committed to creating and sustaining the conditions that enable all healthcare practitioners to facilitate the transformative power of VR/AR to improve patient care worldwide.  We do this through our commitment to educate and unite healthcare providers around the globe on a single mission to disrupt current standards of care. Our Committee is striving to become the number one network providing invaluable in- depth information for anyone looking to engage VR/AR technology for social impact within the realm of healthcare.

Alicja is a Clinical Psychologist, Executive Partner certificated in Coaching and Mentoring at Cambridge Management and Leadership School/ member of the Association for Coaching and Healthcare & Ethics Committee. She focuses on life science, healthcare, and biotech projects and has developed an extensive international network of industry partners and clients, to a large extent, thanks to creating informal groups and knowledge-sharing communities. She was also Head of the Life Science Practice. She likes staying close to the business, asking probing questions, providing honest feedback, and inspiring transformation, helping organisations find the Leaders of tomorrow.

Alicja worked as a Business Manager for a rapidly expanding boutique agency specialising in global healthcare recruitment. She was responsible for business contacts and contracts with hospital HR departments from Saudi Arabia and UAE (Dubai, Abu Dhabi, Oman, and Qatar). Alicja also led a multinational team (Ukraine, Egypt, and Turkey) to deliver strategic solutions for the market.

Alicja has an MA in Psychology from the University of Lodz, an M.Sc. in Professional Communication, and an MBA from Clark University, USA.

Alicja is a member of several professional associations, including the British Psychological Society and the psychometric testing body MPA, Health Technology Assessment International, the Worldwide Association of Female Professionals and SHEXO Deloitte. 

Today she is exploring and validating immersive therapies for psychological treatment.


Meta expands its partnership with the NBA to offer 52 games in VR

Post originally appearing on techcrunch.com by Aisha Malik..

Meta is expanding its partnership with the NBA and WNBA to offer more than 50 live VR games on Meta Quest, the company announced on Monday. Meta Quest is the official headset of the NBA, as Facebook signed a deal with the league back in 2020.

The company will deliver a package of 52 live NBA games, including five immersive 180-degree monoscopic VR games in 2880 on Xtadium and on Meta Horizon Worlds. Meta will also offer a selection of WNBA, NBA G League and NBA 2K League games over the course of the season. In Meta Horizon Worlds, you’ll also be able to access game highlights, recaps and archival content.

Users can visit the dedicated NBA Arena in Meta Horizon Worlds starting today to watch NBA content with friends, compete in interactive minigames and support their favorite teams. Meta says that in the future, fans will be able to watch even more content in the app with an NBA League Pass subscription.

Meta also announced that it’s partnering with the league to launch NBA-licensed apparel in Meta’s Avatar Store in the coming weeks. Users will be able to purchase their favorite NBA or WNBA team apparel for their avatar and showcase it across Facebook, Instagram, and Messenger, as well as on Meta Quest.

“Meta’s immersive VR technology is opening up new opportunities for sports fans to engage and interact with their favorite NBA teams,” said Meta Director of Sports Media and League Partnerships Rob Shaw in a blog post. “Fans will be able to express their fandom by donning their favorite team’s gear on Avatars and enjoy more live NBA games and experience NBA League Pass in a much more social and immersive way.”

The games available in VR on Meta Quest in January include Milwaukee Bucks vs. Detroit Pistons on January 23, Denver Nuggets vs. New Orleans Pelicans on January 24, Denver Nuggets vs. Milwaukee Bucks on January 24, Cleveland Cavaliers vs. Oklahoma City Thunder on January 27, Los Angeles Clippers vs. Cleveland Cavaliers on January 29 and Miami Heat vs. Cleveland Cavaliers on January 31.

ENGAGE Unveils New AI Customer Service Virtual Employee Named Athena

NEW YORK, Jan. 23, 2023 (GLOBE NEWSWIRE) -- ENGAGE XR Holdings Plc (AIM: EXR; Euronext Growth: EXR), a virtual reality ('VR') technology company and provider of virtual communications solutions in the metaverse, today announced the launch of Athena, an augmented reality (AI) employee that integrates AI into a virtual reality (VR) environment for ENGAGE enterprise clients. Athena takes the concept of customer service chatbots to the next level using Open AI programs ChatGPT-3 and DALL.E allowing enterprise clients the ability to have full, interactive conversations with the avatar within the ENGAGE metaverse. Click HERE and HERE to experience Athena.

“The launch of Athena is going to open up endless possibilities for enterprise clients and change the future of the metaverse,” said David Whelen, CEO and co-founder of ENGAGE. “With just a prompt or two, users can have full conversations with Athena inside the ENGAGE platform and ask her just about anything from completing simple tasks and answering basic questions to creating complex and unique installations within the metaverse.”

Traditionally, customer service chatbots are software or computer program interfaces that simulate human-like conversations via text or voice interactions. Up until now, chatbots have been programmed using keywords and preset scripts, which can limit their functionality and usefulness. Athena’s AI intelligence takes the customer service chat functionality further for ENGAGE Link users. Athena can provide advice, answer questions, source media for playback, create AI imagery, find 3D objects, create sticky notes, and interact with key functions of the platform. This is all done via an animated avatar body giving people who interact with Athena the sense they are speaking with a real person. The AI functionality also enables Athena the ability to learn and enhance her intelligence the more she interacts with people, improving her performance and responding more naturally to conversational prompts.

“We named ENGAGE’s companion, Athena, after the Greek goddess of wisdom, handicraft and practical reason,” said Whelan. “As our clients continue to interact with Athena, she will expand her intelligence with each prompt and conversation. The introduction of Athena is only the beginning of an extensive roadmap we have planned for AI metaverse applications.”

Over the coming weeks, engineers at ENGAGE will be adding more functionality and connectivity to Athena, utilizing different AI programs. She will be given access to hundreds of technical documents training her to become an expert on the ENGAGE platform and helping to enhance her responses to become more humanlike.

ENGAGE XR plans to provide custom AI employees for its enterprise clients at a premium in the future. Each custom avatar will be tailored with a unique personality and will be provided all the technical knowledge they will need to support each individual company’s goals and tasks. The avatars will be able to take on a host of client-facing tasks which include tech support, training, education and moderation.

To learn more about ENGAGE XR and Athena, please visit the company’s blog and website https://engageplc.com and follow us on social on LinkedIn, Twitter, YouTube and Facebook.

About ENGAGE XR
ENGAGE XR Holdings plc (AIM: EXR; Euronext Growth: EXR) is a metaverse technology company focused on becoming a leading global provider of virtual communications solutions through its new fully featured corporate metaverse, ENGAGE Link. The Company also has a proprietary software platform, ENGAGE. ENGAGE provides users with a platform for creating, sharing, and delivering VR content for education, training, and online events through its three solutions: Virtual Campus, Virtual Office, and Virtual Events. EXR is listed on AIM in London and on the Euronext Growth Market in Dublin, a market operated by Euronext Dublin. For further information, please visit https://engageplc.com and follow us on social on LinkedIn, Twitter, YouTube and Facebook.


Contact: 

K Squared Group
Kelly Kaufman
kelly@ksquaredgroup.com

ENGAGE XR Holdings Plc
Sandra Whelan, COO
info@engagexr.co

Proteus Effect for Metaverse

Post originally appearing on vrinsights.io by Hema Ahuja.

What is the “Proteus Effect” for the Metaverse?

A person’s behavior often changes in the virtual world depending on the characteristics of their avatar. This is known as the Proteus Effect.

We all know that small changes to our appearance can affect the way we feel about ourselves. Take a haircut, a new hair color, or a new suit, for example. The effect is noticeable immediately, right?

But what if you could make much more significant changes? Grow 2 feet taller, for instance. Or grow wings. Or even transform into another person entirely. Now you can — on virtual reality platforms.

The virtual reality market, estimated to be at US$12 billion in 2022, is projected to double in size to US$22 billion by 2025. That’s only three short years. With the growth of VR platforms that allow complete immersion, the role of avatars will become central.

The Role of Avatars in the Metaverse

Avatars are critical to the metaverse experience — they effectively embody the user and become their identity. Especially Social VR platforms like VRChat, Rec Room, etc., are based on users becoming their avatars.

Avatars become the primary interface in the virtual realm, whether socializing, attending meetings, or playing games. Companies like Ready Player Me (RPM) have an avatar creation app that pops out avatars that can be used universally with just a couple of clicks. You can upload a photo to have an avatar look like you or customize it based on your imagination.

Here are examples of avatars created by uploading my photo and customizing with existing options on RPM.

As more of our interactions occur in the metaverse, from social meetups for recreation to business meetings, this avatar will become our online persona. It will become us; therefore, the Proteus Effect will play a vital role.

The Proteus Effect

Back in 2007, researchers at Stanford University found that people with taller or more attractive avatars behaved differently in the virtual world than their cohorts in the study. Specifically, they displayed more intimacy-sharing behavior and were more confident. The researchers concluded that these behavior changes were directly related to the users associating their identity with the avatar, a phenomenon they labeled the Proteus Effect.

Proteus, Who?

Proteus was a Greek god who could shift forms at will — just one of several mythological characters from around the globe that held this power to transform their appearance. Others include Shiva in ancient India, Loki in Norse mythology, and the Raven in Native Northwest American cultures.

So, the transformation theme has been part of many cultures, and we see that reflected in our superhero movies. Therefore, it’s natural that, given the option, metaverse users will want to create avatars that transform & represent them.

The Implications of the Proteus Effect

The Proteus Effect changes what psychologists call our self-perception, which is how we see ourselves in relation to the outside world. It influences how we feel about ourselves and interact with others. Digital technologies, including the metaverse, impact our self-perception, and as we communicate using avatars, it may change our behavior.

The ability to reinvent yourself, once reserved for supernatural beings and parlor games, is now becoming an aspect of daily reality. Over time, more interactions may move into the digital realm. How much will the Proteus Effect change and influence human behavior in this new landscape? The truth is, it’s hard to know for now.

2019 meta-analysis of 46 studies on the Proteus Effect found that it is indeed a “consistent” and “reliable” phenomenon. It’s happening right now as users create avatars and navigate the metaverse in their new, customized, and optimized identity. And just as changing your appearance affects how you feel and, therefore, how you interact in the real world, there is now a new opportunity for addressing the same consumer demand in the virtual world.

Show Me the Money

RPM recently announced it had raised more than US$56M to bring its total funding to US$72M. In addition to hiring, they plan to expand the platform with more developer tools, including those for monetization and more services for creators. They plan to double down on creating interoperable avatars and identities that can be used across multiple virtual environments. 

There is an opportunity to cater to the self-perception enhancement effect that avatars engender. But while many companies are still experimenting with how that will happen, several large real-world companies have already jumped on the bandwagon.

Brands in Metaverse

L’Oréal recently signed an agreement with RPM to create makeup looks and hairstyles for their avatars. Similarly, Tommy Hilfiger has a partnership with RPM to bring their gear to the metaverse. While these agreements greatly expand branding for the companies, they also aim to produce future revenue. 

Sneaker companies have also been the first group of serious investors to move money and interest into the metaverse. Adidas released it’s own “Into the Metaverse” NFT collection in 2021. They partnered with the Bored Ape Yacht Club and NFT influencer Gmoney to create more virtual offerings and host metaverse classes within the Adidas app. Nike acquired the digital sneaker maker Rtfkt and is releasing special edition shoes with customizable skins modeled after those in the metaverse.

Gucci has also entered the metaverse market. A virtual version of their Dionysis handbag recently sold for even more than the real-world original on Roblox. The platform allows you to build and buy clothing, accessories, and more for — you guessed it — your metaverse avatar. 

There are many instances of brands working in partnership with metaverse platforms to mention in this post. The examples give an idea of possibilities.

The Future of Avatars in Virtual Reality

So how significant will the Proteus Effect be for the future of the metaverse? We spend money on things in the physical world that make us feel good and confident about ourselves. Why should our digital self be any different?

As we increase our time in immersive environments and see our peer groups with custom avatars, how we feel about our representation may start to matter.

Impact on Social VR

For Social VR companies, tapping into the power of the Proteus Effect could be an essential driver of user engagement and revenue.

Here is a quick Reddit poll to see if VRChat users are willing to pay for an avatar. It’s only a subset of Social VR users, so the insights drawn are directional.

The results show that a good proportion of users (44%) plan to make custom avatars themselves using 3D tools or pick available avatars. So, the tools that enable these users and make it easier to create custom avatars should be a priority for Social VR companies.

The remaining (56%) would pay others to make a custom avatar, so monetization tools and a marketplace could drive more creators toward the platform. I also recommend reading the comments from users for more insights.

Conclusion

For Brands and Social VR platforms, how avatars impact self-perception could be the key to creating engagement and positioning themselves to stay ahead for future success in the metaverse. And that’s why we are here to help – Contact us today and let’s get started!


New Office Move for FourPointZero

FourPointZero, a leading Recruiter focused on the XR and Metaverse, has completed a move to larger office space to accommodate its growing team and expanding operations.

The new office is more than double the size of the company's previous space and provides ample room for the company's continued growth

"We are thrilled to be moving to a larger, more modern office space that allows us to support our growing team and meet the demands of our global client base," said Martyn Makinson, CEO of FourPointZero.

"This move is a testament to our team's hard work, dedication and confidence in the XR industry - we are excited to see what the future holds for FourPointZero”

FourPointZero’s new office is a spacious and modern design, with collaborative workspaces and on-site amenities such as a gym and café. The company is committed to creating a positive and productive work environment for its employees.

Due to the rapid growth in XR and, more recently, the Metaverse FourPointZero has experienced major growth, and the move to a larger office space is a natural next step in its ongoing expansion.

ManageXR, OptimaEd, and ENGAGE shape the Future of Education

OptimaEd introduced its first VR public charter school, Optima Classical Academy, which opened its doors Fall 2022 in Florida. As a VR-first school, student scholars spend four hours per day in interactive, virtual reality-based lessons. Optima Classical Academy enrolled students in 3rd to 8th grade in its inaugural 2022-2023 school year with more students and grades to be added in the future. OptimaEd is pioneering the future of XR education. In just one week, scholars spent 1,513 hours and 49 minutes in VR. Most organizations use VR as a supplement to their main offering, but OptimaEd is leading the industry by making VR core to their pedagogy. Behind Optima Classical Academy is ENGAGE, a virtual communications platform that simulates the way we interact in the physical world, but without physical limitations. The ENGAGE software powers OptimaEd’s virtual classrooms and VR-based learning experiences. ENGAGE empowers organizations to utilize virtual spaces and locations for metaverse learning, content creation, and content libraries for developers, educators, and students to use everyday.

OptimaEd partners with ManageXR to control their devices, distribute the ENGAGE software and device settings, and simplify the VR home screen. Student scholars, who are often first time users of VR, need simple and intuitive home screen menus and navigation to ensure uninterrupted and seamless learning experiences. ManageXR empowers educators and creators to customize their home screens to cater to the needs of their audience. With ManageXR’s Remote Screen View, tech support can see what’s happening inside the headset in real-time to guide users and troubleshoot issues. Additionally, OptimaEd can ensure a safe and secure experience for students by leveraging ManageXR’s configurations and security settings. These features safeguard students by only allowing them to access intended content. "Selecting ManageXR as OptimaEd's headset management platform partner ensures that we will be able to provide a safe and secure VR environment for our scholars," said Adam Mangana, executive director of OptimaEd. "ManageXR gives us the ability to manage, monitor and secure our headsets so that our scholars’ experience in VR is only what the academy determines is necessary for its classical curriculum and lets us keep them in a reliable learning environment."

ENGAGE partners with ManageXR to eliminate the friction that comes from managing a large number of devices. Using ManageXR significantly reduces time spent manually updating applications, and brings more visibility to the ENGAGE content and virtual space that powers the OptimaEd school experience. Beyond content management, ManageXR captures metrics like time spent in VR, unique content usage data, and device health metrics to provide deeper insights into the value VR is providing. ENGAGE is able to see that OptimaEd is finding immense value in its content reflected by the time spent in VR analytics the ManageXR platform provided. OptimaEd uses ManageXR analytics to shape future curriculum based on current usage information. ManageXR, ENGAGE, and OptimaEd are trailblazing what it means to build an XR ecosystem where content creators, organizations, and headsets manufacturers can come together to find integrated solutions for their industry and use cases.

For more information, click here.

Luis Garcia, co-founder of Collectiva joins the Board of Advisors of the VRARA Central Florida Chapter

We are excited to announce that Luis Garcia is joining the Board Advisors of the VRARA Central Florida Chapter. Luis is the co-founder of Collectiva, an advisory executive services company specialized in growth and funding expertise for game tech startups.

Luis has a long trajectory as an international executive in technology, digital media, and education for over twenty five years. Most recently, Luis spent 19 years at Full Sail University where he led several strategic initiatives including Vice President of Emerging Technologies where he led the strategic direction and growth of technology and gaming degree programs.

Luis has a passion for the development of the technology ecosystem in Orlando and Florida. To that end, he has served in advisory boards for local organizations and governments such as the Orlando Tech Council , the Orange County Government, and TechStars Startup Weekend Orlando.

"We are happy to welcome Luis Garcia to our Advisory Board once again, this time  representing his own company. Luis has been an active member of the Orlando technology ecosystem for years. His knowledge of education and the technology industry along to his commitment to the Central Florida area will be a real asset to our organization." - John Cunningham, President of the Central Florida VRARA Chapter.

Call for Sponsors for "The Retailer’s Guide to AR and VR in 2023"

The Retailer’s Guide to AR and VR in 2023

Stores, E-commerce, Web3, and Beyond

(VRARA Retail publication)

Call for Participation

Interested in becoming a sponsor for our white paper? Sponsors get their logo on the cover, one featured page, and promotion via our channels, plus the contact list of people downloading the paper. Our publications are downloaded by 1000’s of professionals. Email info@thevrara.com

Below is more info on this publication (intro, authors, and TOC).

Intro

The VRARA Retail Committee consistently gets the same questions from retailers looking into AR and VR. This guide is designed as a resource for those considering creating AR/VR use cases for their business projects. Project leaders and innovation teams can use this guide to:

  • Locate keywords and key concepts while building a business case and evaluating options for their investment in AR/VR tech. 

  • Explore use cases and problems solved with 3D, AR, VR and Web3 in retail

  • Review examples of 3D, AR, VR and Web3 in retail

  • Utilize the quick reference guide on relevant 3D, AR, VR and Web3 technologies

Authors/contributors include:

  • Sonia Schechter, Marxent

  • Sarah Ennis, Intergalactic Agency 

  • Ben, Niantic

  • Lucky Gobindram, CemtrexXR

  • Alan Smithson, MetaVRse & TheMall 

  • Vanessa Mullin, Agora

  • Hassaan Iftikhar, Aequilibrium 

  • Navjeet Chhina, Genius Ventures Inc 

  • Jessi Sparks - Magnetic Mobile

Table of Contents includes:

Introduction

Why we made this guide

Why retailers should join the metaverse

5 things to know about getting started with AR,VR, Web3

Overview of AR/VR and Web 3 in Retail

Benefits

Use Cases

Examples

Planning Tips

Lead with your audience

Follow the data

Consider your investment level

Quick Start Project Guide

1. Identify a project

2. Learn about 3D content and technologies

3. Formulate a strategy

4. Develop a business case

5. Make a “build or buy” decision

6. Research vendors

7. Create a project charter

8. Develop a project plan

9. Measure success and evolve your strategy

10. Distribution and awareness strategy

Focused specifically on the metaverse? Use this project planning guide

Glossary of terms

Metaverse 101: What is a metaverse?

AR Lunch and Learn for brands with glossary and examples:

Overview of 3D technologies through a retail lens

VRARA Members Specializing In Retail Experiences

James Hanusa appointed to VRARA Chapter President - Phoenix

We are happy to have James Hanusa lead our Phoenix Chapter As part of the Phoenix Chapter President, James is organizing and leading The VRARA Phoenix Inaugural Chapter Workshop that will take place on February 6-8 9AM-5PM (half days) at The Studios at Mesa City Center. For more information or to register, click here.

The Phoenix chapter is dedicated to helping Industry and Academic institutions collaborate on XR Education, Economic Development, and Industry Applications and will be hosting meetings with the support of local Industry and academic leaders. 

James is Venture Catalyst at Digital Raign creating a community focused on the intersection of emerging tech and impact. As Futurist at the Virtual World Society, he advised on organizational development and partnerships. As Cofounder of Urban Innovation Exchange Global, he’s worked with cities on economic & innovation ecosystem development and smart city applications. 

James worked for 20 years in the San Francisco Bay Area in Business Development, Sales and Strategic Alliances for technology companies including Intel, SAP, PeopleSoft and E2Open. His current focus is research and development of next gen tech stack of Web3, 4th Industrial Revolution tech and Society 5.0 applications (i.e. XR, AI, Blockchain, 5G, IOT, Twins). He earned his MBA in International Management from the Thunderbird School of Global Management and a B.S. in Marketing from Arizona State University.

“I’m excited to introduce the Phoenix community to the VRARA network as a leading global technology region. I believe a VRARA Chapter presence will drive significant awareness for an emerging XR ecosystem driving business attraction, workforce development and industry adoption. I’ve witnessed the power of the VRARA convening the public and private sectors with academic institutions to drive innovation and collaboration. I look forward to working with VRARA to champion the growth of the XR industry as Chapter President - James Hanusa”


Gongslag door winnaar 17e KVK Innovatie Top 100

Vandaag, 16 januari, opende de winnaar van de 17e KVK Innovatie Top 100, SenseGlove uit Delft, met een flinke gongslag de AEX in Amsterdam. Het bedrijf heeft een handschoen, een 'robothand', ontwikkeld die het mogelijk maakt om een virtueel object aan te raken, te voelen en te manipuleren alsof het een echt voorwerp is. SenseGlove meet exact iedere beweging van elk gewricht in de hand en zo wordt een zeer gedetailleerde virtuele hand gesimuleerd.

De beurs werd vanmorgen geopend door het Delftse bedrijf, in het bijzijn van een aantal KVK-adviseurs. Johannes Luijten, CTO SenseGlove, over de KVK Innovatie Top 100: “Als winnaars van de KVK Innovatie Top 100 kunnen wij ons oprecht het meest innovatieve bedrijf van Nederland noemen. Dit is niet alleen een grote waardering voor ons team of erkenning op nationaal niveau. Het winnen van deze prijs geeft ons ook een internationale boost. De innovatiefste van Nederland zijn, zaait ook grote waardering bij onze buitenlandse klanten, partners en in het XR ecosysteem in het algemeen. Met meer dan 90% klanten in het buitenland is dit een waardevol predicaat om te mogen dragen.”

1700 prachtige innovatieve producten

KVK presenteert elk jaar de KVK Innovatie Top 100, een etalage vol succesvolle innovaties uit het midden- en kleinbedrijf. Zeventien jaar KVK Innovatietop 100 is terugkijken op 1700 prachtige innovatieve producten en diensten van Nederlandse bedrijven. De kracht van de KVK Innovatie Top 100 is te laten zien waartoe het Nederlandse mkb in staat is. Aan de KVK Innovatie Top 100 is bewust geen (geld)prijs verbonden. De afgelopen 17 jaar is deze prijs uitgegroeid tot de grootste en belangrijkste innovatieprijs voor het mkb.

Deelnemen?

Heb jij met succes een innovatief product of dienst op de markt gebracht? Dan maak jij kans om tot de top 100 meest innovatieve bedrijven van Nederland te behoren. We geven je graag meer over informatie over hoe je je kunt inschrijven en wat deelname jou op kan leveren. Laat dan je gegevens achter en een van onze adviseurs neemt contact met je op.

Vancouver's Aequilibrium is helping companies push the boundaries of the digital world

Post originally appearing on bcbusiness.ca by Nathan Caddell.

Founder Adrian Moise helped revolutionize mobile gaming and is now turning his attention to the metaverse  

It’s always a bit harder to believe when people make predictions about things that aren’t tangible, like the metaverse and XR (a catch-all term for VR/AR). But when Adrian Moise talks about how he and his company, Vancouver-based technology and software consulting company Aequilibrium, plan to use those concepts, one is more easily swayed.  

After all, Moise, a Romanian native, has enough degrees on his wall to inspire confidence from even the most hardened skeptic. There’s a masters in computer engineering from the Politehnica University of Bucharest, a PhD in computer science from SFU and a post-doc in the same subject from UBC, as well as certificates in executive education from ivy league institutes the Wharton School and Harvard.  

And if it’s work experience you’d prefer, he has that in spades, too. Moise started his career with French video game giant Ubisoft before going west for school. He considered a career in academia and did a stint as a professor of computing science, but ultimately took a job at Burnaby’s Electronic Arts building the mobile gaming division.  

“At the time, Nintendo DS and the Sony PlayStation Portable were coming up,” he recalls. “Game manufacturers were saying that mobile gaming is going places—we should probably learn how to build mobile games.” Moise started the department at EA with three managers under his supervision. In the next six months the department had 120 people and seven games to its name.  

After that, it was off to Microsoft’s Redmond, Washington headquarters, where he served as a program manager before coming back to Vancouver and working as a director for marketing firm Blast Radius. A few years later, in 2012, he decided to start his own venture.  

“I didn’t want it to be another digital agency, doing WordPress and digital marketing, I wanted to solve complex business problems by bringing together strategy and technology,” Moise says. 

That’s what Aequilibrium has been doing, and the company has been growing “anywhere from 25 percent to 100 percent year-over-year,” according to Moise. It counts firms like Hootsuite, Kit and Ace and Central 1 among its clients, and currently has 70 employees, with an expectation of hitting the century mark this summer.  

“It isn’t about putting warm bodies in seats. I’m an immigrant, if you look at our composition, we have top talent from all over the world. The way we collaborate and the pedigree our team members bring is kind of what separates us. I call the company Aequilibrium because of this balance between technology and user experience, between craftsmanship and speed. That idea of balance has stayed with me.” 

Balance is going to continue to be key for the company as it makes advances in new innovations like the metaverse and XR. Aequilibrium helped build one of the first mobile wallet applications in Canada and has made advances into chatbots as well. Now, with Zoom “not really cutting it,” according to Moise, the company is looking at other options.  

“Can XR close of this gap of what Bill Gates called Hollywood Squares to make it a better, more immersive experience?” asks Moise. Aequilibrium built a possible solution to that problem and launched it at the Immerse Global Summit in Miami last month.  

“We were part of the Canadian delegation at that event and are working with some of the government, including San Francisco’s Consulate General of Canada,” says Moise, who is trying to solve a core pain point for employers with the new technology. That problem? That too many workplaces are the exact same now.  

“Employees now can say, If everyone gives me a laptop, a Zoom screen and a cheque, why would I stick with you?” says Moise. “How do I get and keep top talent? What do I do different from everyone else? How do I improve the way I collaborate? I think we have solutions that can help.” 

At least one old-school business pro is intrigued by what Aequilibrium is building, as Moise recalls an interaction at last year’s BCBusiness Top 100 event (not to toot our own horn or anything). “We were showing off some of our XR technology, and Jimmy Pattison came to our booth and spent tons of time trying everything out,” says Moise with a big smile. “I think he was a big fan.” 


VIRTUALWARE PARTNERS WITH MCMASTER ENGINEERING TO INTRODUCE ITS FIRST VR ROOM IN CANADA.

Ontario, Jan. 16, 2023.— Virtualware partners with the Faculty of Engineering at McMaster University to adopt and scale the award-winning VR enterprise platform VIROO®. This initiative will be inaugurated in early 2023 with the unveiling of a 100m2 custom-built immersive room at one of Canada’s most innovative universities in the world, providing access to students, faculty, and businesses to push boundaries and explore the use of VR tools and technologies in the region.

Leveraging each other’s strengths, the initial four-year partnership will foster initiatives to broadly facilitate access and promote the adoption of VR in education and research by blending physical and virtual workspaces.

Virtualware and McMaster Engineering are committed to making a global impact not only in education, but also in the enterprise. This partnership will see them join forces to explore new options and forge ways to collaborate with nearby companies interested in leveraging this emerging technology.

“This is an exciting partnership that will not only lead to new technologies to solve the world’s biggest challenges but will also attract new strategic partners in Canada and internationally,” says John Preston, Associate Dean, Research, Innovation and External Relations, McMaster Engineering.

As a result, the immersive room will be located at McMaster Innovation Park (MIP), Canada’s premier research and innovation park. This strategic location acts as a bridge between academia and industry, becoming part of Hamilton’s innovation ecosystem.

Powered by Virtualware’s VIROO® platform, the all-in-one tool will help professors and researchers guide their students towards more innovative and complete learning experiences, preparing them for the next generation of future-workforce skills. The partnership will be led by Ali Emadi’s research group focused on smart mobility applications.

“The collaboration will help companies start their VR journey, giving them the opportunity to incorporate the VR platform in their daily operations, so they can be more competitive and improve their processes,” says Ali Emadi, engineering professor and Canada Research Chair in Transportation Electrification and Smart Mobility, McMaster Engineering.

Thanks to the VIROO® platform, the Faculty of Engineering at McMaster University will now have the ability to create content, without the need to write a single line of code and deploy multi-user virtual reality autonomously. McMaster’s new 100m2 free-roam immersive lab will allow up to six users to connect and interact in the same physical room, communicating and collaborating in real time with unlimited remote users in the same VR environment.

“Our partnership with McMaster, will accelerate VR adoption across the region, creating valuable opportunities to build the most powerful enterprise VR ecosystem for industry,” says Unai Extremo, CEO & Founder Virtualware.



About McMaster Engineering

McMaster Engineering is committed to the pursuit of excellence and plays a significant role in helping McMaster University earn its reputation as one of Canada’s most innovative universities. Created in 1958, The Faculty of Engineering at McMaster is committed to research with impact and transforming the education of engineering through The Pivot – the first program of its kind to intensely focus on our engineering students and their learning.

About Virtualware

Virtualware is a pioneer in the Virtual Reality Industry. Founded in 2004, it has over time become the European leader in applying immersive technologies for industrial applications. The company was acknowledged as the world’s most Innovative VR Company at the 2021 edition of the VR Awards.

Virtualware offers cutting-edge solutions to global powerhouses and significant firms across industries, including GE Hitachi, Petronas, Iberdrola, Alstom, Guardian Glass, ArcelorMittal, Danone, Johnson & Johnson, Biogen, Bayer, ADIF, or the Spanish Ministry of Defense to name a few.

Virtualware’s flagship VIROO is a VRAAS platform that makes VR accessible to companies of all sizes and industries.

Headquartered in Bilbao, Spain, with a North American office in Toronto and partner companies worldwide, the firm is formed by a multidisciplinary team of 45 headcount including technologists and engineers who have launched over 500 projects in over 33 countries.