More speakers confirmed for our Best of Europe: XR, AI, Immersive Tech on March 21 (VRARA Europe Summit)

More speakers confirmed for our Best of Europe: XR, AI, Immersive Tech (VRARA Europe Summit) , on March 21. We expect 1000+ people.

Our event will use LinkedIn Live. LinkedIn has 1 billion users and we expect 1000s to watch our event!

If interested to speak or sponsor, please email info@thevrara.com

Our event will bring together key leaders and innovators in the immersive tech space in Europe, offering unique insights and perspectives on the latest developments in the industry. Join us for best and brightest in VR, AR, and other cutting-edge technologies shaping the future of the digital world.

FEATURED SPEAKERS

Timmy Ghiurau, Volvo
Talk title: Snap back to reality, here comes gravity.
Talk description: The automotive industry is one of the first to fully embrace mixed reality, and is already changing the way cars are engineered, designed, repaired, sold and driven. However, we are only scratching the surface of unlocking the full potential of the XR technology within the automotive ecosystem. As technologies like hardware, infrastructure and visualization further develop, the industry will see a democratization of benefits affecting everything from sustainability to safety.

More speakers announced soon!

Case Study: Infusing VR/AR Into Bioscience Education Delivery

Guest post by Prof Vinesh Thiruchelvam, Dr Siti Azreena, Asia Pacific University of Technology and Innovation.

VR platforms allows users to experience a realistic environment with visual, auditory and sometimes haptic stimuli. By manipulating the virtual objects to perform tasks the users get an immersive experience engaging multiple senses. The integration of haptic feedback, auditory stimuli and even olfactory elements has broadened the scope of VR applications across various fields, with a particular emphasis on education. In the realm of education, VR transcends traditional pedagogical approaches by offering immersive, experiental learning. Virtual field trips, historical reenactments, and scientific simulations provide students with engaging and realistic educational experiences. Studies indicate that VR-based learning experience enhances knowledge retention and engagement, making it a valuable tool for educators. One of the best example of VR-based learning experiences in education is VR laboratories. 

Collaboration between Asia Pacific University of Technology & Innovation (APU) and International Medical University (IMU) in Malaysia stimulated the development of VR-based microbiology laboratory on Head-Mounted Display (HMD) for undergraduate students. Student and faculty perceptions and expectations were collected to incorporate into the design of the virtual laboratory. An interactive 3-dimensional VR laboratory with a 360° view was developed simulating the physical laboratory setup.

In this VR laboratory, six microbiology experiments on Gram staining, bacterial streaking, bacterial motility, biochemical tests, catalase test and oxidase test were placed on the virtual platform. First year biomedical science students were recruited for evaluating the VR laboratory. Students' perception of the virtual laboratory was positive and encouraging. About 70% of the students expressed they felt safe using the VR laboratory and positively claimed that it is able to provide an immersive learning experience. The students appreciated that they could repeat each experiment multiple times without worrying about mistakes or mishaps and could personalise their learning by concentrating on the specific experiments. Although this laboratory was developed for biomedical science students, this is extended to students of other health professions like medicine, pharmacy, biotechnology etc. In future, the laboratory can be further enhanced to include visualisation of enhanced microbial features, different infection scenarios and biosafety level three microbes to make it more interesting and meaningful. Future research may focus on refining the instructional design principles, integrating artificial intelligence for adaptive learning experiences, and exploring the effectiveness of VR labs in different educational contexts.







Beyond Inclusion Scholarship Program: Apply Now And Start Your XR Career in 2024

Apply here

San Francisco, CA, September 2023 - Announcing the continuation of the Beyond Inclusion Scholarship, an ambitious initiative aimed at leveling the playing field in the XR industry. We're joining forces with Jobs for the Future (JFF) and Unity in 2024. Our collective mission? Tear down any financial barrier and unlock doors for ambitious XR talent.

Target Impact: Supporting 150 XR Talents to Find a Job in the XR Industry

We're dedicated to supporting at least 150 future XR trailblazers each year. The XR Bootcamp pipeline nurtures raw talent and cultivates skilled professionals, offering our partner employers a highly skilled and diverse talent pool.

Reshaping XR Industry with Beyond Inclusion Scholarship

Aligned with our commitment to diversity and inclusion, we seek underrepresented talents to make their mark in the XR world. It’s not just about inclusivity; it's about reshaping the industry's future.

Unity’s Stamp on Social Impact

As Jessica Lindl, VP Education & Social Impact at Unity, puts it,

Now, more than ever, we have a responsibility to equip young people with the skills necessary for future jobs – providing them with learning that translates to earning.

Why XR Bootcamp?

Rahel Demant, Co-Founder of XR Bootcamp, breaks it down:

Having empowered hundreds of students to thrive in XR since 2020, we've cracked the code on success in the industry. We've fine-tuned a proven upskilling journey in partnership with award-winning XR studios. And now, our Beyond Inclusion program connects graduates with job opportunities and drives diversity and inclusion within hiring companies.

Why We Need Diversity in XR Industry?

Many reports and studies show that high disparities still exist in the XR industry today. According to the latest PEC (Policy and Evidence Centre) report on the creative industries, “class-based inequalities are inextricably linked with gender, racial, disability and spatial disparities,” and earlier research by the PEC has shown how these factors interact to compound disadvantage. Specifically looking at the immersive sector in 2018, the quantitative analysis highlighted that only 14% of VR companies had female directors.

Testimonials from 2022 Graduates

After successfully graduating XR Prototyping and Foundation course with the Beyond Inclusion scholarship, the alumni work in a variety of fields. Here are honest words from our graduates about the course in XR Bootcamp and how the Beyond Inclusion scholarship program helped launch and continue their careers in XR.

“I was excited for the opportunity to be a part of this cohort and just learn about how, at least as individuals, and then kind of, as we’re saying now at the end of our course, as a group. I can make an impact and create practical usable XR prototypes out of the visions that I have in my mind.” Divine Ogbuefi; now, after graduation, he is working as a software engineer at Swing Education


“XR Bootcamp is the sort of oasis for VR and AR information. I didn’t have a fleshed-out coding degree and work experience, but I could still push through their easy-to-digest information, assignments, and video lessons. – Ahmed Eltayeb, now, after graduation, is working as an XR Developer & Doctor at Health Service Executive


“I can recommend everybody to take a course at XR Bootcamp because you get quickly hired for mentors in one-to-one sessions, for example, and excellent knowledge and some tips. Of course, if you would do it on your own, learning all the stuff, it will take much more time, so it’s a real time saver.” – Berenice Terwey; now, after graduation, she is successfully working as a freelance XR Prototyper, and Developer at AVK Terwey


“XR Bootcamp was beneficial because we started with the foundations and then we always built on top of it. First, we had weekly homework, and as long as I could complete that homework, my confidence gradually increased. In the second part, we did the prototypes. And as I saw that whatever I was imagining, I could transition it into a working prototype that was helping me. It’s a real boost in my career.” – Fatma Betül Güneş, now, after graduation, a PhD student in the ML4ED (Machine Learning for Education ) Lab

Become a Graduate in 2024

If you're an XR enthusiast, here's your opportunity to enhance your career. The partial to full scholarships offer a value of up to $8,000 per awardee. 

Apply here

Our Beyond Inclusion Ambassadors

If you’d like to support us and make this program able to expand globally and continue for many more years, you can always become an ambassador!

Our Beyond Inclusion Ambassadors help us share the message and information about the scholarship. Anyone is invited to join us as an official Beyond Inclusion ambassador. To thank you, we will announce you on our social media channels and website as a contributor. 

We thank our Ambassadors for their amazing support and for sharing the information about the Beyond Inclusion scholarship program. 

If you want to become an ambassador, connect with us here!

Become an Ambassador

For Media Inquiries:
Contact: Rahel Demant

Email: hello@xrbootcamp.com

About the Companies

About Jobs for the Future

Jobs for the Future (JFF) is a national nonprofit that drives the transformation of the U.S. education and workforce systems to achieve equitable economic advancement for all. The organization designs solutions and partners with employers, investors, and education and workforce development providers to transform education and workforce systems that are inequitable.

About Unity


Unity is a cross-platform game engine used to create games as well as interactive simulations and other experiences in three-dimensional (3D) and two-dimensional (2D). The engine supports C# as a primary programming language and has been gradually extended to support a variety of desktop, mobile, console, and virtual reality platforms.

About XR Bootcamp


XR Bootcamp is a global online academy, offering skill-to-job beginner and advanced XR development courses. Curricula are developed and taught by award-winning VR, AR, and MR professionals. XR Bootcamp's cutting-edge courses are for designers, game developers, managers, and coders who want to learn how to prototype XR Applications and learn AR, VR, and MR development. XR Bootcamp further supports the XR Creators community with free and open access to knowledge, peer-to-peer learning, and networking opportunities. XR Bootcamp is proud that alumni leave outstanding reviews and work at companies like HP, Autodesk, Accenture, Samsung, Snap, Lockheed Martin, Harvard, USC, and Carnegie Mellon University.

https://xrbootcamp.com/

VRARA Bytes Podcast: Sheena Fowler/Red 6

In his weekly video VR/AR Bytes Podcast, Orlando Chapter President and VRARA COO John Cunningham provides short interviews with the movers and shakers in the VRARA industry who share their insights into how VR & AR is impacting their businesses. Watch his interview below with Sheena Fowler of Red 6 as they discuss the question, “Have we reached the Tipping Point for XR?"

Watch the entire series here, and subscribe to receive the weekly podcast!

VRARA Silicon Valley Presents: Transforming Education and Training with Spatial Computing

Our panel of distinguished experts provides insights into the use of immersive technologies across diverse educational settings, from K-12 to higher education and corporate training.

Chapters:

VRAR Overview: 00:00:44

Event Intro: 00:04:19

Panel Intro: 00:08:16

Panel Discussion: 00:18:15

Learn more about the VRARA Silicon Valley Chapter!

A year of immersion: A look back at the Portugal chapter in 2023

2023 was a truly exciting year for the immersive technology community in Portugal, marked by a series of events and launches that significantly boosted our sector. In this article, I'd like to highlight the events held throughout the year, bringing together enthusiasts, experts and partner companies.

The first highlight goes to the meeting at Startup Lisboa headquarters, where a mix of communities had the opportunity to explore the latest innovations in Virtual Reality and Augmented Reality. The participation of startups and collaboration with Startup Lisboa allowed for a valuable exchange of knowledge, opening doors for future partnerships.

Another crucial moment took place at the Axians facilities, where technological advances and practical use cases for immersive applications were discussed with Portuguese use cases. The presence of experts not only from Axians but also from SAP, Infinite Foundry and Metaphoric offered an in-depth look at the integration of these technologies into corporate solutions.

The community also gathered at CapGemini, fostering a vibrant environment for local startups to present their VR and AR innovations. This meetup not only strengthened our network of entrepreneurs, but also highlighted the growth potential of local startups. 

To wrap up the year, the traditional end-of-year dinner, held as a WebSummit side event in November, provided a relaxed atmosphere to reflect on the year's achievements. The presence of renowned professionals and enthusiasts further strengthened our ecosystem. 

Throughout 2023, we saw a variety of significant releases in the immersive technology field. These advances contributed to the exponential growth of the Portuguese immersive ecosystem, opening up new opportunities and fostering greater integration between members of the community.

Supported by these events and launches, the community sees an even more promising 2024 with new possibilities based on new devices such as Meta Quest 3, Apple Vision Pro and others already announced on the market, which has started off on the right foot.

More events, collaborations and incredible productions are expected to come out of our community, consolidating Portugal as an innovative centre in the global immersive technology scene. 

We would also like to highlight and thank the continuity of great partners such as APDC, Lisboa Games Week, where we participated for the third year in Portugal's biggest gaming event, and SapoTEK, which is still going strong.

Want to know more about joining our chapter? Contact us!


Top Five for 2024

We have weekly online sessions with presentations, live discussions, and networking to help you grow your knowledge and connections

During the meeting, the participants discussed the impact and potential of AI and XR technologies, highlighting the need for internal buy-in, ROI, and strategic advantage. They also discussed the importance of conferences and meetings like our Online Sessions. Plans for the year include creating white papers, forming a subcommittee, and organizing fireside chats. Concerns were raised about VisionOS compatibility with IT management tools, lack of regulation for AI, and data collection by AR headset companies. The value of information was emphasized, with a focus on leveraging it to add value. Legal issues related to AI were discussed, as well as the potential of AI assistants in everyday life and enterprise. Skepticism was expressed about the Apple headset and the need for a killer app. The features of Apple's new spatial computing platform were discussed, along with concerns about price point and iterative development. The role of entertainment and the potential disruption of the game and movie industry were also mentioned.

Topics & Highlights

1. Discussion about AI and XR technologies

  • The participants discussed the impact and potential of AI and XR technologies. They mentioned how AI and XR technologies start off innocuous but gain significant impact over time. They also discussed the need to get buy-in internally for these technologies and the importance of ROI and strategic advantage. The participants shared examples of how technology, such as AI and XR, fumbles in the early days but eventually gains traction.

  • The participants discussed the example of IBM developing their mainframes and the market research they conducted. They also discussed the market research conducted for PCs and the decision to farm out all the development and do the aggregation themselves.

  • The participants discussed the importance of conferences, time, and money in getting traction with new technologies.

2. Hot Topics and Discussion on Apple

  • concerns about how VisionOS will play nicely with IT management tools and how enterprises can get involved in closed proof concepts.

  • excitement about the upcoming Apple announcement and compared it to the first iPhone announcement in 2006.

3. AI

  • concern about the lack of regulation for AI and the potential influence of lobbyists in protecting AI interests.

  • maturing technology of AI and the belief that specific guardrails and regulations won't be as important as the technology becomes more self-improving.

4. AR Hardware and Software

  • concerns about the collection and usage of biometric and user data by AR headset companies and the potential risks associated with it.

  • legal landscape for XR in Enterprise as an interesting and potentially disruptive topic, with implications for corporate legal teams and the potential for AI to replace certain professionals.

  • increasing importance of IT and cybersecurity for advanced wearable devices, including AR headsets, and the need for enterprise companies to closely monitor these issues.

5. Value of Information

  • the top 1-2% of all information holds extremely high value, while the rest is of nominal value. He compares it to how only a small fraction of kids who start playing sports end up playing professionally and making millions.

  • those who have a vision forward, can look ahead, and leverage information to add value will make more money, while those who can't put that together will struggle.

6. AI and Legal Issues

  • case where a lawyer used AI to look up details of a case and cited precedent that didn't exist, potentially facing disbarment. The Supreme Court's annual take on AI also mentions this case and raises concerns about lawyers quoting things that didn't happen.

7. AI in Everyday Life

  • idea of AI assistants being present in everyday life, providing constant personalized assistance. The potential applications include conversation support, note-taking, reminders, and more. The business potential of AI assistants is emphasized.

8. AI assistants in enterprise

  • having an AI system that automates tasks in his life and compares it to Google and Alexa assistants.

  • importance of analytics in XR training and how some companies struggle to utilize the collected data effectively.

  • AI assistants could play a role in analyzing XR training data and providing insights.

9. Apple headset and killer app

  • skepticism about the Apple headset and emphasizes the need for a killer app to drive adoption.

  • potential of the Apple headset as a platform and its integration with the existing Apple ecosystem.

10. Apple's new spatial computing platform

  • The speaker discusses the features of Apple's new spatial computing platform, including the visibility of existing iOS apps as tiles, 3D experiences, and the potential of 3D FaceTime.

  • The speaker mentions the possibility of Disney activations at home being bigger than going to Disneyland.

  • The speaker suggests that entertainment will dive into interesting killer apps, such as seeing Marvel movies and Iron Man in one's home.

  • There is a discussion about the price point of the new platform and the need for a lower-priced device to enable wider adoption.

11. Iterative development of spatial computing

  • The speaker shares personal experiences with VR headsets and suggests that the technology will evolve iteratively.

  • The speaker suggests that display technology may evolve before widespread adoption of headsets.

  • The speaker believes that Apple's initial release is just the beginning and that future iterations will bring more advanced features.

12. Apple's ecosystem and the role of entertainment

  • The speaker compares Apple's ecosystem for music with the potential role of movies and games in the new spatial computing platform.

  • The speaker raises a question about whether movies and games will be the stepping stones for Apple's new ecosystem.

13. Disrupting the game and movie industry

  • The concern is raised about whether the company will disrupt the game and movie industry or start their ecosystem somewhere else.

  • It is stated that the gaming industry is the biggest media industry in the world, earning more than all other media industries combined.

  • The discussion highlights that VR games have slowed down and there is a need for mass adoption of headsets for higher returns. The AAA companies in the gaming industry are not seeing the desired traction even with the meta headsets.

  • Insider information is shared that Facebook reached out to discuss building a productivity app for the headset, considering it a huge milestone. Pokemon is mentioned as a potential killer app, and a friend's experience with a Pokemon managing app is discussed.

VR in Oil & Gas Industry: Subsea Pipeline Repair through VR Training

Education and training are undergoing a transformative revolution through XR technologies, including Virtual Reality (VR), Augmented Reality (AR), and Mixed Reality (MR). In particular, VR in the oil and gas industry is witnessing a profound impact. One of our clients encountered difficulties with conventional training approaches for subsea engineers. In their quest for a cost-effective solution, they sought a means to provide lifelike, hands-on experiences for more effective and efficient learning.

For the proposed immersive VR training for subsea gas and pipeline repair solutions, we developed an application in Unity. The application includes a comparable set of scenarios and tools used in real life, offering subsea engineers in training a realistic and immersive learning experience to swiftly address broken pipelines. The VR application simulated the undersea environment, enabling the engineers to practice repairs on virtual pipelines using the same tools and equipment they would use in a real-life situation, and following similar procedures. 

Our in-house 3D designers created the entire environment for the solution that was similar to the real-life subsea pipeline setting from scratch. The immersive VR training for subsea gas and pipeline repair solutions had a significant impact on the client’s training program. The subsea engineers were able to gain hands-on experience in a safe and controlled immersive environment, which resulted in reduced errors and increased efficiency during real-life repairs. The learners were able to effectively learn the procedures via repetition and independent study, resulting in a longer retention of the processes. The application not only improved the training experience, but also shortened the training period and reduced training time and costs.

Read the full article: https://www.travancoreanalytics.com/case-study/immersive-vr-training-subsea-gas-pipeline-repair/

On the whole, VR has the potential to make industrial training safer, more cost-effective, and more effective in preparing employees for their jobs. As the technology continues to evolve and become more accessible, we can expect to see more widespread adoption of VR in industrial training programs.

Get to know more about our AR/VR expertise at: https://www.travancoreanalytics.com/services/ar-vr-development/

For a demo, reach out to us at: contactus@travancoreanalytics.com

VRARA Bytes Podcast: Rob Petrosino/Peak Activity

In his weekly video VR/AR Bytes Podcast, Orlando Chapter President and VRARA COO John Cunningham provides short interviews with the movers and shakers in the VRARA industry who share their insights into how VR & AR is impacting their businesses. Watch his interview below with Rob Petrosino of Peak Activity as they discuss the question, “Have we reached the Tipping Point for XR?"

Watch the entire series here, and subscribe to receive the weekly podcast!

Lynn Welch appointed as co-chair for VR/AR Association Defense & Intelligence Committee

We are thrilled to have Lynn Welch help us lead our Defense & Intelligence community . Join our online sessions so you can connect, learn, and grow your knowledge/business.

Lynn Welch is a Chief Growth Officer at Lucid Reality Labs. She has a career spanning more than twenty-five years in virtual, modeling and simulation. In her portfolio, there are numerous game-changing projects, in particular, the first synthetic battlefield reconstruction of the historic Battle of 73 Easting, the first immersive platform to focus on communication and response coordination for mass casualty incident training across Army National Guard CBRNE, local and state first responders, and many more.

We are looking forward to your collaboration and mutual results!

I am delighted to deepen my commitment to the VR/AR Association and the wider Defense XR community by serving as the lead for the Defense and Intelligence Committee. Throughout my career, I have been inspired and persistently reinvigorated by the unrelenting innovation sparking from the Defense and Intelligence community across all mission areas.
— Lynn Welch, Chief Growth Officer, Lucid Reality Labs

 



Announcing the Inaugural VRARA Healthcare Summit

The inaugural VRARA Healthcare Summit in Miami is Feb 1st at the University of Miami Lakeside Village.

The use of XR and AI technology to improve healthcare delivery is rapidly increasing and this conference will provide medical practitioners and technologists who are interested in learning how they can adopt XR and AI to meet directly with medical practitioners and technologist who are using it TODAY!

Below are just some of the Medical Practitioners that are using XR and AI that will be speaking. The conference will be limited to 150 people so that everyone can meet in person.

The conference fees to are only $100 and the technology exhibition is free (no need to register for that).

To see all speakers/details and to register for the conference go to: https://lnkd.in/eDZvc4X2

Dr. Robert Masson: https://lnkd.in/e8stpXgy
Dr. Michael Y. Wang: https://lnkd.in/eGAHrSZJ
Dr. Azizi Seixas : https://lnkd.in/eK7D-BvC
Dr. Giselle Ricur: https://lnkd.in/eJV3haR8
Dr. Greta Mitzova-Vladinov,: https://lnkd.in/eEGS9VBQ
Dr. Jorge Calzada: https://lnkd.in/e-_G2UYh
Dr. Miriam Zylberglait (Dr.Z): https://lnkd.in/e-D3SgCu
Dr. Linda Ciavarelli,: https://lnkd.in/en_vmiGh
Col (Ret) Cheryl Lockhart: https://lnkd.in/ebH_sRsX


PIXO VR Announces Development Collaboration with Dimension X

For the Creation of an Industry-Changing Low Code Extended Reality (XR) Builder for Enterprise

Berkley, MI. — PIXO VR and Dimension X - creator of Bonfire™, a low code immersive content creation tool for designers, developers, and storytellers - have collaborated to advance Bonfire as a low code Extended Reality (XR) builder for enterprise integrated on to PIXO Platform™. 

PIXO Platform allows enterprises to easily manage, distribute, report on, and now create Virtual Reality/Augmented Reality/Mixed Reality (VR/AR/MR) training globally. PIXO’s customers, including Ford, Bosch, Saudi Aramco and General Dynamics, have utilized immersive, interactive training to improve employee engagement, lower turnover and improve employee performance by increasing confidence from training.  

Together, PIXO and Dimension X have enhanced Bonfire as an enterprise XR content solution that makes it easy for every company to create their own VR/AR/MR content and benefit from immersive training, paving the way for widespread adoption and scale.

“PIXO’s goals are to continue to break down enterprises’ barriers to offering the most effective training available,” said Sean Hurwitz, Founder & CEO of PIXO VR. “Together with Dimension X, we are delivering an enterprise content builder to remove what we have experienced as one of the biggest barriers to the adoption of VR/AR/MR in enterprise: creating relevant, customizable content.”

“Both Dimension X and PIXO share a focus on democratizing highly scalable, immersive experiences,” said Scott Robertson, CEO of Dimension X. “We made Bonfire to empower content creators, and are excited to help PIXO integrate Bonfire onto their Platform to make customized VR/AR/MR available to all companies, with faster content creation timelines and enhanced learning effectiveness beyond what traditional training methods can achieve.”

PIXO Platform now features the only low code XR content creation tool that generates enterprise-quality, fully interactive immersive modules with drag-and-drop simplicity. With a library of reusable, customizable 3D components that are easy to make, and content publishable across desktop, mobile and XR devices, enterprises can create fully interactive custom modules like this fast food bagging training in as little as one month, saving up to 50% in time and cost and making immersive interactive training available to all employees.

Contact us to meet at CES 2024 in Las Vegas and demo this industry-changing low code XR content builder: sales@pixovr.com 

About PIXO VR 

PIXO VR recognizes that people are companies’ most valuable asset. We empower employees to do their jobs well and create impact, and enterprises to make their employees feel appreciated. PIXO Platform streamlines management of an Extended Reality (XR) program to one-step content and user management globally. With our vast offering of off-the-shelf VR Training Content and ability to create custom content for specific needs, enterprises can easily start and scale their XR journey with PIXO. 

About Dimension X

Dimension X, Inc. is an immersive and spatial XR products company. It has pioneered the development of software technology that is enabling storytellers, trainers, designers, developers, musicians and entertainers to make boundless experiences using its no-/low-code Bonfire™ builder. It has created the Spark file format, a 3D reusable component that includes both visual characteristics as well as customizable traits, causes and effects that create contextual intelligence. The Spark file format enables drag-and-drop simple experience creation in less time, at lower costs, and with less technical effort. Experiences built in Bonfire can be deployed across all modalities including mobile, desktop and XR devices, making it possible to create world-class training, gaming, marketing, simulations and entertainment. Learn more about Dimension X

 

Sony Announces Spatial Content Creation System, Equipped with High-Quality XR Head-Mounted Display and Controllers Dedicated to Interaction with 3D Objects

Sony Announces Spatial Content Creation System, Equipped with High-Quality XR Head-Mounted Display and Controllers Dedicated to Interaction with 3D Objects.

Metaverse Technologies and Hardware to Empower 3D Content Creators

TOKYO, January 9, 2024 -Sony Corporation announced development of an immersive spatial content creation system, which includes an XR head-mounted display equipped with high-quality 4K OLED Microdisplays*2 and video see-through function, and a pair of controllers optimized for intuitive interaction with 3D objects and precise pointing. The system is aimed at supporting creators in sophisticated 3D content creation. Sony plans to collaborate with developers of a variety of 3D production software, including in the entertainment and industrial design fields. At launch, Sony is exclusively partnering with Siemens, a leader in industrial technology, to introduce a new solution for immersive design and collaborative product engineering using software from the Siemens Xcelerator open digital business platform.

The system will be available later in 2024. Sony and its partners will announce further details including specs, launch date and regions, pricing, sales channels, and software compatibility.

This spatial content creation system, equipped with an XR head-mounted display with 4K OLED Microdisplays and Sony's proprietary rendering technology, enables real-time, high-definition and realistic rendering of textures of 3D objects and facial expressions of human characters. In addition to video see-through functionality and spatial recognition with six cameras and sensors in total, the system features a ring controller that allows users to intuitively manipulate objects in virtual space, as well as a pointing controller that enables precise pointing, allowing creators to craft in virtual space with controllers and keyboards, all while wearing the head-mounted display. Creators will not only be able to see real-scale 3D models in an Extended Reality (XR) environment with the high-definition display, but also create and modify 3D models in it. Through integration with third-party 3D creation applications, it also supports remote, real-time review between locations, making this an intuitive and immersive tool for the entire process of spatial content creation.

The device features Snapdragon® XR2+ Gen 2 Platform, the latest XR processor by Qualcomm Technologies, Inc. The processor unlocks the power of the 4K OLED Microdisplays to deliver stunning image quality, as well as provides user and space tracking for seamless XR experiences, offering creators a high-performance platform for their creative workflow.

Sony has released technologies that support workflow and quality of spatial content creation and facilitate use of 3D CG in various creative fields. Mobile motion capture system "mocopi™," with small and lightweight sensors and a dedicated smartphone app, enables full-body motion tracking, using Sony's proprietary technologies. Spatial Reality Displays provide highly realistic, three-dimensional content without the use of special glasses or Virtual Reality (VR) headsets, for spatial content creation and review process. By introducing this system and collaborating with 3D creation software developers, Sony aims to further empower spatial content creators to transcend boundaries between the physical and virtual realms for more immersive creative experiences.

"Siemens is partnering with Sony to enable immersive engineering, a critical building block for the industrial metaverse. Together, we are creating an environment where it will be possible to experience the realities of physics, without the bounds of time to profoundly improve how our customers work and collaborate," said Cedrik Neike, Member of the Managing Board of Siemens AG and CEO of Siemens Digital Industries.

"We designed our Snapdragon XR2+ Gen 2 to deliver 4K display resolution, cutting-edge graphics, and unparalleled performance to enable creators to build innovative spatial content that will transform all industries for the better," said Said Bakadir, Senior Director, Product Management of Qualcomm
Technologies, Inc. "It's exciting to see Sony enter the enterprise space with their spatial content creation system and utilize Snapdragon XR technologies to unleash more realistic, detailed, and precise Mixed Reality (MR)/VR experiences that will help developers and creators push forward an even more immersive future."

Main Features

High-Quality XR Experience for Creative Uses

The head-mounted display is equipped with large-size, high-definition 1.3-type OLED Microdisplays with 4K resolution and a wide color gamut that covers up to 96% of DCI-P3*3*4. Detailed and realistic rendering of textures of 3D objects and facial expressions of human characters allows creators to go through the whole process of modeling to review, all while wearing the head-mounted display.

By supporting split rendering*5, which distributes the rendering load between computers and the head-mounted display, the system is capable of stable and high-definition rendering of large-size 3D models.

Through our collaboration with Qualcomm Technologies, Inc., Sony is among the first to adopt their latest Snapdragon XR2+ Gen 2 platform. The processor unlocks the power of the 4K OLED Microdisplays to deliver stunning image quality, while on-chip AI enables enhanced user and space tracking for seamless XR experiences, merging physical and digital spaces for easy navigation and intuitive interaction within the XR creative spaces.

Controllers that Provide Intuitive Spatial Content Creation Experiences

The system includes a ring controller that allows users to intuitively manipulate objects in virtual space. It also comes with a pointing controller that enables stable and accurate pointing in virtual spaces, with optimized shape and button layouts for efficient and precise operation. By holding the pointing controller in the dominant hand and attaching the ring controller to the fingers of the other hand, creators can model 3D objects using both controllers and a keyboard, while wearing the head-mounted display.

Intuitive manipulation of an object with the ring controller

The pointing controller enables
accurate pointing in virtual spaces

Designed with Comfort, for Seamless XR Creative Experiences

The head-mounted display provides comfort and stability required for extended creative use, by fine-tuning the balance of the device's center of gravity, and the design and material for pads that come into direct contact with the user's head. Additionally, the flip-up mechanism of the display part allows creators to easily and seamlessly move between physical and virtual spaces, without having to recalibrate the device when removing and wearing the entire device.

Optimal balance for extended creative uses

Flip-up mechanism of display part

Immersive Creative Experience Through Integration with 3D Creation Software

Sony seeks to collaborate with various 3D production software developers, in both entertainment and industrial design fields. At launch, Sony will exclusively partner with Siemens to bring innovative immersive engineering capabilities to the manufacturing industry, through integration with the new NX™ Immersive Designer software, a product engineering solution from the Siemens Xcelerator portfolio of industry software. The integration of powerful hardware and software will empower creators in industrial design and product engineering field, by providing a more immersive design, review, and collaboration tools.

ARound and Immersal Team Up to Revolutionize Augmented Reality in Sports and Live Entertainment

NEW YORK and HELSINKI, Jan. 4, 2024 /PRNewswire/ -- ARound, the pioneering shared augmented reality (AR) platform, part of Stagwell (NASDAQ: STGW), is excited to announce a groundbreaking partnership with Immersal, leaders in spatial computing and AR localization technology, and part of Hexagon. By creating a turn-key WebAR solution for stadium AR, this partnership facilitates easier integration of shared AR experiences for teams, venues, and events, broadening the scope of interactive fan engagement. ARound and Immersal are poised to announce their inaugural collaboration with a major sports league next month, marking a significant milestone in bringing this innovative vision to life. 

This partnership combines ARound's connected, shared AR technology that has transformed live fan experiences for professional sports teams across three professional leagues – MLB, NBA, NFL – including the Minnesota Twins, Los Angeles Rams, Kansas City Royals, and the Cleveland Cavaliers, with Immersal's visual positioning system (VPS) that creates centimeter-accurate, large-scale indoor and outdoor AR experiences.

"This partnership is a game-changer in the world of sports and live entertainment as we collaborate to make stadium AR experiences more accessible and ubiquitous to all fans and types of events," said Josh Beatty, founder and CEO, ARound. "By integrating our fan engagement platform with Immersal's robust localization technology, we can seamlessly create dynamic digital experiences that put fans at the center of the action while scaling to new audiences around the world."

The integration of ARound and Immersal technologies yields greater access and broader use cases of AR experiences through WebAR, enhancing the overall quality and ease of integration for in-stadium entertainment. Fans can interact with live events in real-time, participating in AR games, accessing real-time game content, and enjoying shared experiences with fellow attendees, all from their smartphones without the need for a standalone app. Brands and sponsors will also now be able to connect with audiences in innovative, meaningful ways, enhancing their marketing mix and creating new avenues for engagement.

"We're committed to innovating and enhancing AR experiences at live events and our technology, combined with ARound's exciting platform, will set a new benchmark in how fans interact with live sports and entertainment, offering them an engaging and memorable experience like never before," Matias Koski, CEO, Immersal.

This groundbreaking partnership heralds a new era in fan engagement, offering sports teams, venues, and brands an unparalleled platform to connect with audiences. Combining ARound's interactive fan experiences with Immersal's precision technology, the stage is now set for a revolution in live entertainment.

About Immersal
Immersal, part of Hexagon, is building world-leading spatial mapping and visual positioning tools — the foundation of the metaverse. Founded in 2015, Immersal's team is based in Helsinki, Finland, and working with partners, developers and creators across the globe to reimagine how we explore, interact and create. Immersal also has sales offices in Hong Kong and in Silicon Valley, California, and is expanding its presence and partner networks globally. The company was acquired by Hexagon in 2021 and continues to pursue the vision of a metaverse built and experienced by everyone on any device. Hexagon (Nasdaq Stockholm: HEXA B) has approximately 24,000 employees in 50 countries and net sales of approximately 5.2bn EUR. Learn more at hexagon.com and follow us @HexagonAB.

CONTACT: 
Sarah Arvizo
pr@stagwellglobal.com 

Call for Participation in our VRARA National Security Summit in Washington DC

Our VRARA National Security Summit in Washington DC will be held on Feb 9th at the Helix.

If interested to sponsor and exhibit, email Kris Kolo at kris@thevrara.com . Sponsors get the best speaking spots and promotion to our 60K emails mailing list.

This 1 day conference + expo will bring together experts in XR, AI, Digital Twins and Electromagnetic Spectrum to explore how these technologies are shaping our nations defense.

This is a must-attend gathering for anyone interested in the intersection of XR and national security. Discover the latest advancements, network with industry leaders, and gain valuable insights into the future of this dynamic field. Don't miss out on this unique opportunity to connect with like-minded professionals and explore the cutting-edge technologies shaping the future of national security!

Topics covered:

  • Extended Reality (XR) technology

  • Artificial Intelligence (AI)

  • Digital Twins (DT)

  • Electromagnetic Spectrum (EMS)

If interested to sponsor and exhibit, email Kris Kolo at kris@thevrara.com . Sponsors get the best speaking spots and promotion to our 60K emails mailing list.

Call for sponsors for The Polys - 4th Annual XR Awards in NYC

The VR/AR Association is joining forces in partnership with the ​Poly Awards​ and we have some amazing sponsorship opportunities so you can align your brand with innovation, connect with industry leaders, and maximize visibility among the XR community! If interested to sponsor, email kris@thevrara.com

Witness excellence on March 3, 2024, at The Polys - 4th Annual WebXR Awards. Immerse yourself in the extraordinary as we honor those who lead, create, and star in the dynamic world of WebXR.

The awards event will showcase the best people and companies in WebXR delivered as a hybrid event showcased to the world and taking place in the Engage XR virtual platform within an immersive custom world build for the event, and broadcast to tens of thousands of people via various media channels.

The event will also include an exclusive in-person VIP tickets (limited 100 people) to attend in NYC at the ZeroSpace Studio where the event will be produced leveraging the most innovative XR production studio technologies (a 50’ convex LED Virtual Production Stage, a Vicon markerless motion capture stage, and Scatter’s Virtual Production Stage).

The event will leverage groundbreaking innovations from the previous year's show, including the groundbreaking firsts of being the first show to broadcast from an LED Stage, bring hosts, guests, and presenters into the Metaverse as human holograms using a volumetric capture stage (see our ​video​), present a virtual trophy in a holographic display, present a dance tribute performance on the LED volume.

Experience the synergy of innovation as the VR/AR Association collaborates with the Poly Awards, celebrating the pinnacle of achievements in the WebXR industry. As the largest global networking association for XR, we're proud to elevate and market this prestigious event.

Partnership Highlights:

  • Global Reach: The VR/AR Association's expansive network ensures global exposure for the WebXR Awards.

  • Industry Authority: Leverage the authority and credibility of the VR/AR Association to boost event reputation.

  • Sponsorship Opportunities: Elevate your brand with a sponsorships for this landmark event taking place

Why Sponsor?

Align your brand with innovation, connect with industry leaders, and maximize visibility among the XR community. By sponsoring the Poly Awards with the VR/AR Association, you become an integral part of shaping the future of XR. The VR/AR Association is an authorized partner for marketing, promotion and sponsorship sales, and unlocking a global audience for your brand to be showcased. If interested to sponsor, email kris@thevrara.com

Marketing Channels:

  • Engage our extensive social media platforms.

  • Features in VR/AR Association newsletters and publications that go out to over 50,000 subscribers.

  • Leverage our social media channels, with tens of thousands of followers and podcast with over 500k listens, and align your brand with an audience of the Poly’s WebXR Awards and the VR/AR Association.

Metrics:

Measure success through increased event, and digital media and social media impressions pre-event, during event and post event.

Together, let's redefine the boundaries of WebXR innovation!

Seize the opportunity to be at the forefront of WebXR excellence. Explore sponsorship options with the VR/AR Association and propel your brand into the immersive future.

If interested to sponsor, email kris@thevrara.com

Market Innovation: Goundbreaking Video Encryption Module to Protect your Works

Discover the seamless ease of securely sharing VR content! As of now Showtime VR enables you to license, securely distribute, and protect the playback of your VR videos. Thanks to implementing Widevine DRM technology, Showtime VR adds the content encryption on top of the usual showcasing 360-degree videos and 6dof experiences simultaneously.

What is DRM and why is it so important?

Digital rights management (DRM) involves the utilization of technology to control and manage access to copyrighted content, primarily through licensing agreements and encryption. It empowers content creators such as filmmakers, musicians, and other authors to have full control over who, when and how can use their content. That's why it's widely embraced by major players in traditional video streaming like Netflix, YouTube, Warner Media, Sony, and many more. At Showtime VR, as the first in our field, we decided to implement this technology into our Library, effectively creating a safe space for our clients'  VR works.

How does it work?

Our video player supports Widevine DRM on specific devices (Meta Quest 2, Quest Pro, Pico G3, Pico Neo 3 Pro, Pico 4 Enterprise, HTC XR Elite, HTC Focus 3), thereby restricting unauthorized viewing of the content. In the event of file theft, the stolen files become unusable for the thief, as they are exclusively playable on authorized devices in conjunction with a valid Showtime VR license. Furthermore, the DRM enables rights owners to establish an expiration period for shared content. Thanks to all of these features, Showtime VR  Video Encryption is already used to secure VR experience in Schönbrunn Palace in Vienna.

How to use Video Encryption in Showtime VR?

The Video Encryption module is available through our Library content distribution service. Library is an integral part of Showtime VR Online but can also be used with Showtime VR Local licenses.

Learn More about Showtime VR solutions for synchronised VR playback!

Volvo, Zeiss, Siemens to speak at our Best of Europe: XR, AI, Immersive Tech event. We expect 1000+ people!

Join us for Best of Europe: XR, AI, Immersive Tech, our VRARA Europe Summit, a virtual event on March 21, 2024.

We expect 1000+ people!

More speakers announced soon!

See event website and register here

If interested to speak or sponsor, please email info@thevrara.com

Our event will bring together key leaders and innovators in the immersive tech space in Europe, offering unique insights and perspectives on the latest developments in the industry. Join us for best and brightest in VR, AR, and other cutting-edge technologies shaping the future of the digital world.

Topics our event will cover include:

* VR/AR

* Immersive tech

* AI

* Metaverse

* Virtual spaces

* Training

* Immersive learning

* Immersive Collaboration

* XR & AI Convergence

* BCI & HMI

* The future of XR devices

* Start-ups

* AI, XR and Ethics. EU digital legislation

Our past virtual events were very successful, including our VR/AR Global Summit with over 10,000 registrations!

If interested to speak or sponsor, please email info@thevrara.com

See event website and register here