Charlie Lewis appointed to Central Florida Chapter Board of Advisors

The VRARA is excited to announce that Charlie Lewis has been appointed to the Board of Advisors of the VR/AR Association (VRARA) Central Florida Chapter. Charlie is the CEO of Bluewave Resource Partners a technology, engineering staffing and recruiting company who supports the simulation and training space and works with companies like SpaceX and Lockheed. Charlie is also the Founder/Managing Director of Waterfall Ventures a technology specific private investment company based in Orlando. Charlie also recently completed his tenure as the Chairman of the Orlando Tech Community over the past 2 years where he has been instrumental in growing the Orlando Technology Ecosystem.

“Charlie is a technology entrepreneur, an investor, a community builder and has a passion for helping others be successful.  At the Orlando Tech Community he was an advocate for the establishment and growth of the VR/AR Association to complement the work that he was doing at the Orlando Tech Community.  We are excited that Charlie is going to be continuing to assist us in this role as an advisory board member” says John Cunningham, Central Florida Chapter President and COO of the VRARA.



You're Invited: Apply to showcase your demo at INNOVATEwest on April 16-17 (VRARA Members only!)

VRARA Vancouver is a core partner of INNOVATEwest: a celebration of the emerging technologies that have the potential to disrupt all sectors. These technologies drive advancements and solve critical challenges within their respective domains. INNOVATEwest is at the Vancouver Convention Centre on April 16-17, 2024!

Experience innovation and technology live on the Expo floor at INNOVATEwest via interactive demonstrations of some of the hottest/newest technologies available from creative partners from BC and around the Globe. Attendees will come face-to-face and be hands-on with ground-breaking innovative products, tech solutions and inspiring concepts that will open your mind to new possibilities. TECH LIVE will bring the future forward at INNOVATEwest.

There is no better opportunity to have technologies featured to leaders in tech, enterprise, and corporate tech-enabled organizations looking to innovate, grow, and harness the power of emerging tech for impactful business results. IW will help galvanize and celebrate the tech ecosystem in the West.

Via a vetted process, IW is working with *Core Community Partners of the event to find highlight members/affiliates to propose installations at the two-day Conference and Expo April 16+17 at the Vancouver Convention Centre. The space will be sponsored by an overarching non-competitive presenting sponsor, and the individual exhibits will be presented in partnership with their host Core Community Partner and featured on the show floor and in event communications. Spaces size will be determined based on the proposed installation, and will be provided with recognition signage, electricity, wifi, and event passes. There will be no charge to the Core Partner, nor the member to participate in the TECH LIVE feature.

Interested parties are asked to submit a short brief outlining the company and the proposed installation. IW and a select steering team will work with the Core Partners and interested companies to select participants for this unique opportunity.

*Only members and associates of IW Core Community Partners are eligible for TECH LIVE opportunities. “

**Please submit your proposal for exhibition to vancouver@thevrara.com by February 8th to be considered for this unique opportunity **

VR Branching Narrative "The Werewolf Experience" premieres in Japan!

The Werewolf Experience" will be playing at NEUU XR COMMUNICATION HUB (1-5-11 Nishi-Shinjuku, Shinjuku-ku, Tokyo / Odakyu Corporation) in Tokyo!!

An immersive branching VR narrative, in TWE the user is a werewolf hunting the sacred white stag in order to cure themselves of their lycanthropy, however, they must be quick as the townspeople are hunting them! A unique experience with a truly original immersive element: in order to trigger the branches in the narrative the user must use their own voice and HOWL like a wolf! All choices affect the story and lead to one of three different endings!

Promotional cards with instructions (3 designs in total, random) will be given to customers who experience playing at NEUU on a first-come basis.

In addition, Christopher Morrison, the director of the game and VRARA member, will visit NEUU on February 18 and hold an event to celebrate the game's first release in Japan. The event will include an introduction of the game, a Q&A session, and an international XR exchange session with invited Japanese creators.

For the first 100 people who come to the event and do the experience will also get a limited edition TWE pin starting on the 18th!

NEUU XR Communications Hub Info:
Hours of operation: 9:00 - 21:00
Closed: Tuesdays, year-end and New Year holidays, and occasional holidays

The Impact of Simulations and Visual Effects in VR Training

Guest post from VRARA Member Warp VR.

As a company specialized in VR learning experiences, we consistently strive to provide our clients with the most effective and realistic training. Visual effects can play a pivotal role in achieving this goal. In this blog post, we would like to discuss using Visual Effects (VFX) for 360-video based VR training.


What are Visual Effects (VFX)?

Let's start by defining Visual Effects (VFX). VFX refers to digital, computer-generated images, effects, or animations added to films, videos, or, in our case, VR training. These effects enhance the visual experience, taking scenarios to new heights. VFX range from simple visual adjustments to complex simulations of natural phenomena such as smoke, fire, water, and more.


Different types of visual effects

There are several types of VFX that we can use in a VR training.:

Overlay

Overlay involves a 360 VR video with VFX overlaid, creating a realistic outcome using actual video footage. However, integrating effects to respond to the environment can be challenging and time-consuming. Take a look at this example, where smoke that has interaction with an object.

Full 3D

In full 3D, the entire environment is created in 3D software. This approach provides complete control over the environment and facilitates easier adjustments to effects. However, it may be less realistic, and rendering times are longer.

The significance of VFX in VR training

In the context of VR training, visual effects can play a crucial role in enhancing the learning experience. Here are some reasons why VFX can be invaluable in VR training:

  • Realism and Immersion: VFX, like smoke simulations, elevate VR training by creating an incredibly immersive environment. Participants can fully immerse themselves in virtual worlds and experience situations that would be challenging to replicate otherwise.

  • Safe Learning Environment: VR training with VFX enables participants to experience complex and hazardous situations without any risk. By crafting realistic scenarios, users can practice skills and improve decision-making in a safe environment.

  • Flexibility and Adaptability: VFX allow us to tailor training modules to specific needs and objectives. Whether simulating different weather conditions or presenting various scenarios, VFX enable the creation of flexible training experiences.

  • Emergency Scenarios and Evacuation Drills: In emergencies like fires or accidents, smoke can limit visibility and induce panic. Smoke simulations enable employees to train on staying calm and evacuating safely.

Why choose VFX over real effects

There could be a number of reasons to choose to use visual effects over the real deal:

  • Control over the Environment: VFX provides complete control, allowing specific effects to be created, adjusted in intensity, and scenes to be repeatedly modified until the desired result is achieved.

  • Safety: Some scenes involve dangerous elements like large fires or heavy rainfall. VFX eliminates the risk of accidents, injuries, or property damage, making the set safer for everyone involved.

  • Cost-Effectiveness: Setting up real scenes with flooding, fire, or smoke can be costly. VFX often present a more budget-friendly alternative, especially for projects with limited resources.

  • Time Efficiency: Creating real scenes with flooding, smoke, or fire can be time-consuming. VFX allows for the quicker recording and editing of complex scenes, significantly reducing production time.

  • Consistency: Weather conditions can be unpredictable, causing inconsistencies in footage. VFX ensures filmmakers achieve consistent effects regardless of conditions.

In summary, VFX empowers us to realize creative visions safely, cost-effectively, and consistently, enabling the creation of scenes that would be practically impossible or unsafe otherwise.

Examples

We've created a few VR training scenario for illustration. Click here to explore four examples of simulation effects we have developed:

  1. fire with overlay,

  2. fire in full 3D,

  3. water simulations with overlay, and

  4. water simulation in a full 3D space.

Conclusion

The incorporation of Visual Effects in VR training opens up a world of possibilities for a safer, more effective, and engaging learning experience. By combining realism and immersion, we prepare participants for diverse situations, helping them enhance their skills. At Warp VR, we take pride in applying VFX expertise to elevate training and provide our clients with the best learning opportunities possible.

Teresa Velázquez appointed as VRARA Mexico Chapter President

We are thrilled to have Teresa Velázquez join our team and lead the VRARA Mexico community!

Teresa Velázquez is a visionary Mexican Industrial Designer with a passion for revolutionizing immersive technologies. She has seamlessly blended design and technology in the XR landscape for over 7 years. Teresa's leadership has successfully driven cross-functional teams to create impactful XR solutions, placing a strong emphasis on user experiences and consistently pushing creative boundaries. Her expertise spans across training VR projects, AR customized applications, and interactive web solutions.

Teresa's first language is Spanish. You may reach her at mexico@thevrara.com.


Thrilled to be a part of the VR/AR Association, I bring dedicated experience in the XR industry, leading teams of talented 3D artists and developers. My objective within the Association is to actively contribute to building a vibrant, creative community that explores XR applications in business. I strongly believe in the transformative power of XR technologies and envision their potential to shape the future of various industries.’

Teresa Velázquez

These are Warp VR's training predictions for 2024

Guest Post from VRARA Member WarpVR.

Although the year has already started, it is quite clear 2024 will be an exciting year when it comes to everything VR. With new headsets dropped into the market, cross-platform tools becoming more important and rise of AI in VR training there is enough to talk about. These are our 2024 VR training predictions.

New headsets in the market

Starting with the obvious, this year marks a significant influx of new XR headsets into the market. Notably, the Apple Vision Pro is set to launch in early February. In addition to Apple, other major companies like Google, Samsung, and Sony are also in the process of developing their own innovative headsets. Moreover, we're anticipating entries from new contenders like Visor and Lynx. While previously the market was dominated by Virtual Reality (VR) headsets, the current trend is shifting towards Mixed Reality (MR) headsets. Always keep an eye out on our buyers guide when deciding to purchase new headsets for your immersive training program.

Cross-platform software is getting more important

As the XR space becomes increasingly populated with a variety of brands and headsets, there's a growing need for authoring platforms capable of creating VR training programs adaptable to multiple devices. Companies owning or purchasing different headsets are seeking solutions that enable seamless playback of their content across these devices, and ideally, extend compatibility to smartphones, tablets, and desktops. At Warp VR, we see this need for user-friendly authoring platforms to create high quality VR training content made by instructional designers, training agencies and other content creators.

The rise of AI in VR training

Artificial Intelligence (AI) is transforming various sectors, including the training industry. AI not only simplifies the creation of training content but also enhances it in real-time, offering more varied training programs. Additionally, AI's potential for predictive analysis can pinpoint specific areas where employees excel or require additional training, optimizing the learning process.

Enterprise-wide VR adoption

This trend has been building up for some time, but we anticipate it reaching its peak in 2024. Large corporations have been experimenting with VR for training purposes for years, often on a trial basis and typically limited to specific departments. However, this is set to change as enterprises have begun to recognize the tangible benefits of VR training. Employees are better equipped for critical situations, incidents and training costs have decreased, and there's been a noticeable increase in engagement and focus among staff. In summary, VR will move beyond initial training programs to become a key component in continuous professional development. Explore these stories to discover how various enterprises are already leveraging VR in their training programs.

One of our clients, Erste Bank, is widely adopting VR learning into their training programs

Consuming video content in XR is getting more traction

With more XR devices entering the market, video content will relive as an important medium for time spend in headsets. With AR headsets, such as the Apple Vision Pro, videos, shows and movies can now easily be consumed in these devices creating a whole new experience for people. This in itself means users will be more used to watching and interacting with video, reflecting positively on educational and training content. Its immersive nature not only enhances learner engagement but also offers realistic simulations, making it an invaluable tool in fields requiring simulation practice.

Environmental storytelling will be big

As human beings, we are naturally drawn to stories. We love to hear, read, and watch stories unfold. Storytelling has been a fundamental part of human culture since the beginning of time, and it continues to captivate us to this day. Environmental storytelling goes even a step further and leverages immersive, interactive experiences to convey information and skills in a memorable and engaging way. Instead of relying solely on dialogue or text, environmental storytelling conveys narrative elements through the setting, objects, and atmosphere within the immersive training experience. We expect to see more attention to actors, audio, and the environment when it comes to immersive learning. Read more about story-based learning here and here.

Hand-tracking and voice to interact with content

With the arrival of MR headsets, more manufacturers are supporting interaction in these headsets with hand-tracking or voice. Meaning controllers are not necessary anymore to play any game or immersive training. Not having to use controllers, will make it a lot easier for many users new to XR to start using these devices. By simply pointing with your finger and making certain hand gestures, interactive elements can be selected. At Warp VR we already support both hand-tracking and voice control for any of the immersive training scenarios that are created.

Enterprises are closing the loop

To end this list of 2024 predictions, we have to mention that enterprise companies are closing the loop when it comes to VR training. We have already mentioned that immersive learning will be enterprise-wide adopted, but we also see the trend where enterprise is using data collected by employees playing these training scenarios to improve these programs or reflect with employees, or groups of employees, on how well they performed. We are already seeing clients using the data to fuel discussions after playing one or more immersive training scenarios. These data points are crucial in employees understanding how they can do better. More information on our recently launched Activity overview, can be found here.

We're thrilled to have welcomed numerous new clients in 2023 and are excited about the opportunity to assist even more in 2024. Book a demo with us to discuss your VR strategy for the upcoming year.

Orbital Outpost X Names Negar Feher as Chief Executive Officer CEO, Leading Transition from R&D to Commercial Adoption

[Santa Clara, Calif.] – [1/30/2023] – Orbital Outpost X, INC (OOX), an early stage company developing technologies for space and terrestrial applications, announces Negar Feher has joined the company as its new Chief Executive Officer, effective immediately.

Feher brings over 20 years of leadership experience in established and early-stage aerospace companies. Her career has included management and technical positions at Maxar, Lockheed Martin, Momentus, and SpaceRyde. She has a proven track record in scaling startups to commercial operations, served as a catalyst for early revenue generation while introducing new products and solutions to the marketplace, and securing key partnerships enabling exponential growth and diversification in each of her roles.

“Negar’s experience in shaping innovation, sparking growth, and driving profitability energizes and elevates our team,” said Jose Alonso, Chairman of Space Infrastructure Ventures. “With her leadership, we look to accelerate a suite of key enabling technologies that are designed to enable orbital outposts such as space stations, fuel depots, and more. Importantly, these innovative technologies also boast use cases here on Earth.”

OOX is applying the latest technology best practices to bust the paradigm of long production times, single-use applications, and significant costs that gatekeep access to commercial space infrastructure projects today. Our goal is to ease the burden of space construction by creating modular and standardized components that can accelerate our customers’ go-to-market strategies. These technologies are designed to allow new market verticals to thrive in space, following in the footsteps of SpaceX. With automation at the center of the company’s suite of products, both its hardware and software solutions are powered by AI, XR and cutting-edge proprietary techniques and processes that fit the needs of not only the space marketplace but also have numerous terrestrial use cases as well.

“Orbital Outpost X’s fresh approach to tackling the technology adoption gaps in space has truly captivated my interest and I couldn’t think of a better equipped team to join than this one” said Negar Feher, CEO of the company. “The team’s modular, additively manufactured space station components built using digital twins and XR simulation software will fundamentally change the way humans interact with the space environment physically and in the metaverse, enabling 10X cost reductions in component development. I can’t wait to bring these products to market to create universal technology standards, and ultimately unleash the potential of the space economy.”
Non-Public Information (NPI)

The Silicon-Valley based space technology startup has previously received venture funding from Space Infrastructures Ventures and has performed government contracts for customers such as NASA. Customers include both commercial space operators, terrestrial technology companies and government space agencies.

To receive updates from Orbital Outpost X, sign up here. Follow the company on X and LinkedIn.

About Orbital Outpost X:
Orbital Outpost X, Inc. is a space start-up developing technologies for space as well as terrestrial industries. The suite of cutting-edge technologies includes software and hardware products that will significantly reduce time to market and improve margins for customers, while also improving performance of high-tech systems both in space and here on Earth. OOX is headquartered in Santa Clara, Calif.

Investor and Media Contact: Info@OrbitalOutpostX.com

VRARA Seattle Chapter 2023 Year-in-Review awesomeness!

2023 was a great year! Finally getting back into live get-togethers along with our virtual events. We had some great speakers and some memorable events. From mobile AR taking virtual tours to the next level, to in-person gatherings allowing HMDs (Head Mounted Displays) try-on demos, to fully immersed VR tutorials, to XR business insights and data analytics, 2023 had them all. AND we were just getting started!

Here, for your reading pleasure, are some highlights of our monthly events that drove the VRARA Seattle community in 2023 (OR if you rather watch a video click here.)

  1. In February, we welcomed Julia Beabout as the new chair of Partnerships and Community. We also had Erik Horn, Brad Parrett, and the team from Fair Worlds talk about their mobile augmented reality app Space Time Adventure Tour, a historic AR experience anchored to the Seattle Center

  2. In March, Hermes Frangoudis spoke about democratizing XR development with webXR.tools.

  3. In April, Drew Stone of Locusium presented virtual worlds and how to choose a social VR platform for an event. We even started an Around the Virtual Worlds series with him a month later to try-on social VR platforms, starting with EngageXR.

  4.  In May, our second in-person event since 2020 where we hosted Snap Inc and different local partners at the Expansive to talk about AR for iOS, Android, and the web.

  5. In July, the Seattle and Vancouver chapters hosted a joint virtual VRARA Summer West Fest. We welcomed Tony Bevilacqua to talk about capturing user metrics within AR/VR and how it varies from traditional web metrics. We also heard from Boaz Ashkenazy and  Ashwin Kadaru of Simply Augmented talking about the intersection of generative AI and XR, along with using XR as a tool for exploring big data.

  6. In August, we were at the Seattle Design Festival to share innovative VR and AR experiences with visitors.

  7. In September, Cory Heizenrader spoke about the EducationXR platform for producing training within VR. We also had a follow up to our first in-person event centered on helping with further user testing of Fair World's Space Time Adventure Tour, a callback to our February meeting.

  8. In October, Blue Origin hosted a limited number of VRARA members to tour their headquarters in Seattle and learn about their XR Innovations group. It was exciting to see and try-on such cutting-edge technology so nearby.

  9. In November, John Cunningham discussed Unity and VRARA working together to drive adoption in the XR space. Also, Arian Kulp joined VRARA Seattle as Communications Chair. Later in the month, our own Roberto Haza spoke about spatial computing.

  10. And last but not least, in December, we had our annual holiday social at the Rainier Club. It was a time for food, drink, and socializing along with an expert panel discussing AI's impact on investing. We had a wonderful time getting to know everyone a little better and celebrating the season.

IF you haven't attended one of our virtual or in-person meetings, we welcome you anytime. Also we encourage to sign-up for membership to not miss on unique opportunities available for VRARA members only, like the Blue Origin tour or the meet at Rainier Club.

We have an exciting line-up of events for 2024 and can't wait to see you join and be part of the community. We will get started in February, kicking off 2024 with our first online meeting of the year with Arian Kulp of VR Voyaging discussing travel and cultural heritage use cases in the realm of VR and AR.

Thanks again for a great 2023, and on to an even greater 2024!

Your VRARA Seattle team

Julia, Arian and Roberto

Dr Vinesh Thiruchelvam Appointed as Malaysia Chapter President.

The VRARA is happy to welcome Dr Vinesh Thiruchelvam as the Malaysia Chapter President.

I would like to thank VRARA in appointing me as the new Chapter President for VRARA Malaysia Chapter. With my passion for technology driven by the excitement in developing new fortified solutions using emerging tech as a base, I would like to spread the awareness of VRARA towards the technologist community in Malaysia. Additionally I would like to connect academia, government agencies and the industry in the spirit of advocating the true positive impacts of VR/AR as a step towards future Smart City engagements. -Dr Vinesh Thiruchelvam

Prof Ir EurIng Ts Dr Vinesh Thiruchelvam is a professional and chartered engineer registered with the Board of Engineers Malaysia (BEM) and Engineering Council (UK) having over 26 years’ experience in engineering education/academics, ICT, operations & maintenance, facility management, design and project management in various industries ranging from building services/property, oil & gas, district cooling plants, co-generation power plants and the port industry. As a EurIng certified in 36 European countries, he has managed smart city or sustainable development international projects in the UK, France, Ireland, Germany, Holland, Japan, Maldives, India, Russia, Iran, UAE, Qatar, Saudi Arabia, Oman, Vietnam, Brunei and Malaysia for the property sector, ports, oil & gas and power plant industries.

He was the principal engineer on Malaysia’s first Waste to Energy technology transfer program 2002 to 2004 under MOSTI & MOHLG, head of a port’s Operations & Maintenance Department from 1998 to 2002 where he managed the facility management, operations & maintenance programmes and technical teams. Having moved to the Middle East in 2005, Prof Vinesh focused his specialization mainly in the building services/property sector primarily in designing smart sustainable and energy efficient buildings, rail, and airports. 

Upon returning home to Malaysia in 2012, he took up the position of Head of Engineering School and in 2014 was promoted to Dean of the Faculty of Computing, Engineering & Technology (FCET) at Asia Pacific University (APU). In 2019, he was promoted to APU’s Deputy Vice Chancellor (Research & Innovation) and Chief Innovation Officer for the APIIT Education Group. In 2022, promoted further into the corporate division as the APIIT Education Group’s Chief Innovation & Enterprise Officer.

Since 2012, he has been an advocate for emerging technologies having pioneered infrastructures such as the centres for IoT & Drone Technology, Digital Forensics, XR Studio, Health Robotics, Web3 Innovation and the Financial Trading at APU. Prof Vinesh has also managed to forge industry-academia-government partnerships and has selected to impactful think tanks or task forces in developing talents and skills on to innovative projects utilizing emerging technologies namely for ministries such as MOSTI, MOE, MOH, MOHR, KASA, KKKM and MOT.




TÜV NORD GROUP invests millions in 3spin Learning

2024 has only just begun and VRARA member 3spin Learning is excited to share their biggest company development yet. They have received an investment from TÜV NORD. Together, they will give the industry a boost to redefine the future of learning – through hands-on learning with Virtual Reality and AI.

🦺 TÜV NORD is a globally recognized leader in safety, certification, and technical services, providing crucial oversight and quality assurance across a range of industries. 🎓 But did you know TÜV NORD is also one of the leading training providers with 𝐨𝐯𝐞𝐫 460 𝐭𝐫𝐚𝐢𝐧𝐢𝐧𝐠 𝐭𝐨𝐩𝐢𝐜𝐬 covering corporate management, quality and technical safety, environment and energy, occupational health and safety and logistics? In 2021 alone, 𝐨𝐯𝐞𝐫 50,000 𝐩𝐚𝐫𝐭𝐢𝐜𝐢𝐩𝐚𝐧𝐭𝐬 opted for training in TÜV NORD-certified training quality.

The team at 3spin Learning want to deliver valuable learning content through memorable experiences to as many people as possible. With their accessible XR technology and TÜV NORD as industry experts at their side, they are setting a new standard for the future of learning – not only through XR no-code authoring and delivery solution but also through custom made and off-the-shelf 💯% digital learning experiences.

As part of the investment, 3spin Learning will remain an independent company and will continue to offer products and services to customers as usual and even beyond.

Together with TÜV NORD Akademie GmbH & Co. KG, customers and partners, they will revolutionize the educational landscape. 🚀

Recap of our XR and Barriers to Entry at Schools

Thank you Colleen Bielitz for hosting our Online Session with 30+ educators!

In the meeting, participants discussed the current state of education and the need for immersive learning. Participants emphasized the approach of tailoring solutions to schools' needs and expresses concern about not asking schools upfront about their goals for implementing VR. The speaker discussed the challenges to implementation, positive experiences of students with virtual dissections, and the importance of monitoring student use. Ongoing support, implementation strategies, content creation, and integration are also discussed. The speaker briefly mentions an AI avatar solution and addressed concerns about the return on investment for immersive learning. Engaging students through empathy, immersive learning, and downloadable content is highlighted as a way to improve outcomes.

CONF3RENCE Announces VRARA as Event Partner

Guest Post from CONF3RENCE:

The VRARA, a global leader in fostering innovation in virtual and augmented reality, joins us at CONF3RENCE 2024. With a mission to accelerate industry growth through collaboration between XR, mixed reality, spatial computing solution providers and end-users, they are shaping the future of immersive technologies.

Their global network, promotes research, develops standards, and supports the VR/AR ecosystem. This partnership highlights the cutting-edge advancements attendees can expect, showcasing the transformative impact of VR and ARacross various sectors.

The VRARA Launches the Global Ambassador Program and Appoints Ariane Fikki as Program Director

The VRARA has created a new program called the Global Ambassador Program to provide opportunities for VRARA members to support chapters and events. 

“Many of our members have asked for ways that they can get more involved and support global initiatives and events”, says Nathan Pettyjohn, President of the VRARA. “This program will provide the opportunity for Global Ambassadors to support various chapters and global programs and drive the goals of the VRARA which is to grow, learn and connect”

We are pleased to announce that we have appointed Ariane Fikki as the Global Ambassador Program Director to lead this initiative. Ariane will work closely with ambassadors and global VRARA staff to drive new initiatives and programs to bring value to our members and the XR community. 

John Cunningham, COO of the VRARA, adds “We are delighted to welcome Ariane to this new role. Her passion for XR coupled with understanding and ability to connect changemakers, emerging technologist and resources will assist to drive and grow engagement, participation and innovation on a Global scale.” 

"I am honored to build this team as we continue to navigate spatial ecosystem and lead the charge in expanding our global impact in the VR/ARA landscape”, says Ariane Fikki. “Together with our esteemed ambassadors, we aim to push the boundaries of supporting innovation and creating a strong sense of connectedness for our members worldwide.”

The initial cohort of five Global Ambassadors will be announced at the Healthcare Summit held at University of Miami 2/1/2024.

For inquiries about the Global Ambassador Program, please email ariane@thevrara.com.

Recap of our XR Security / Cybersecurity

Thank you Cindy Mallory and Damon Shackelford for hosting our Online Session with 20+ professionals!

During the meeting, participants discussed the threat landscape for virtual reality and augmented reality in enterprise settings. Concerns were raised about the weaponization of AI in the threat landscape, as well as the unique vulnerabilities of XR technology. The use of AI in cybersecurity was also a topic of concern, with discussions on access controls, potential exploitation of AI for malicious purposes, and security implications in immersive worlds. Participants expressed concerns about social engineering, deep fakes, compliance and regulatory frameworks, enterprise policies, integrating new capabilities, and risk assessments for immersive projects. Tim expressed interest in penetration tests against AI and VR implementations, and discussed tactics, flaws, data manipulation, and the need for security tools to catch up with AI.

Topics & Highlights

2. Threat landscape and AI

  • The discussion highlighted concerns about the weaponization of AI in the threat landscape, particularly in relation to social engineering. The lack of expertise in running security research engagements for custom-built applications that use both AI and VR was also mentioned.

3. XR technology and vulnerabilities

  • The discussion highlighted concerns about the unique aspects of XR technology from a vulnerability standpoint. This includes the different use cases and exposure of VR applications compared to standard web applications, as well as the challenges faced by security researchers in testing the less-tested frameworks used in XR development.

4. AI in cybersecurity

  • Participants raisesed concerns about the use of AI in cybersecurity and questions if it can also be a threat. She also asks about other emerging technologies that enterprises should be aware of.

  • Participants discussesed the importance of access controls when using enterprise AI tools and highlights the potential risks of AI-powered tools having access to sensitive documents. He mentions the need to take access control seriously and the challenges companies face in implementing fine-grained access controls.

  • Participants raisesed the question of whether AI can be exploited and used for malicious purposes. He mentions the possibility of AI agents running autonomously on the internet and the impact it may have on security. Tim agrees and discusses the potential for AI to be used in social engineering attacks and emphasizes the need for user education and staying ahead of these attacks.

  • Participants discussed the potential security implications of AI in immersive worlds and virtual reality. They mention the risks of identity theft and social engineering in virtual worlds and the need for user awareness and vigilance.

5. Security Concerns with Immersive Tech

  • The participants expressed concerns about social engineering, deep fakes, and the ability to copy someone's likeness through video, voice, and text messages.

  • The discussion touched upon leaving test servers on and the potential risks associated with it.

  • The participants discussed the compliance and regulatory frameworks related to immersive tech, including CMMC, and how it might impact the adoption of AI.

  • The conversation focused on the establishment of enterprise policies for immersive tech and how it will eventually be governed securely.

  • The participants discussed the impact of integrating new capabilities into existing software and its potential security implications.

  • The discussion touched upon the risk assessments for immersive projects and how they can be aligned with existing frameworks.

6. Penetration Test against AI

  • Participants mentioned the interest in penetration tests against AI and VR implementations.

  • Participants asked about the inputs, tactics, flaws, and level of access attackers would exploit in AI applications.

  • Participants discussed the possibility of exfiltrating and manipulating data from AI implementations.

  • Participants highlighted the need for security tools to catch up with AI and custom-fit their tactics for these applications.

VRARA Bytes Podcast: Unai Extremo/Virtualware

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 Unai Extremo of Virtualware 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!

Peter Oykhman, CEO of PsyTechVR, appointed as co-chair of VR/AR Association Healthcare Committee

We are thrilled to have Peter Oykhman help lead our community! Join our weekly online sessions here.

Peter Oykhman is co-founder and CEO of PsyTechVR. PsyTechVR is a Mixed Reality application for Mental Health and Wellness. Peter Oykhman previously has served as CEO of CorePartners, a privately owned company in Frederick, Maryland that offers out of the box Inventory Warehouse Management Software called CoreIMS, CoreAchieve cloud based SaaS Learning Management platform and SAP software development. Peter successfully established his first software development and consulting business that after 2000 market crash has been transformed to CorePartners. Right now Peter is involved in two different enterprises as a board member and an officer. Peter’s exposure to international business over the last 35 years allows him to built efficient organizations. Mr. Oykhman while serving as a board member helped to expand business, find new vendors and clients and cut cost.

I am excited to co-chair because VRARA plays such an important role in promoting VR/AR solutions across multiple industries and cultures. I have been watching VRARA for the last couple years and very impressed with the impact it has on the industry. 
— Peter Oykhman, CEO of PsyTechVR

ENGAGE XR Joins the Virtual Reality Augmented Reality Association

ENGAGE XR is thrilled to be a platform sponsor for the Miami Healthcare Summit on Feb 1st and to join the VRARA.

ENGAGE is an education, enterprise and presentation platform that seeks to transform how people share ideas and teach lessons to each other globally by harnessing the power of virtual and spatial computing technologies. ENGAGE is a social learning platform where educators are furnished with the tools they need to enable them to create their own immersive lessons and experiences, transforming how educational content is delivered to their students.

ENGAGE also enables people and businesses to connect in a more intimate way by placing you inside the meeting room and allowing users to collaborate using immersive tools such as virtual whiteboards, presenting screens, spatial recordings and virtual locations. The ENGAGE platform seeks to continuously innovate in the social platform spaces, integrating generative AI and spatial reality experiences to enhance how businesses and educational institutions engage with content, learning, teaching and collaboration.

ENGAGE XR is utilized by top universities and Fortune 500 organizations for the purpose of better engagement, retention of information, and experiencing environments that otherwise wouldn’t be accessible in the real world. Event organizers can host presentations, meetings and workshops inside digital twin locations, educators can teach students about the Roman marketplaces in ancient Rome, and businesses can showcase new products in fully immersive spatial experiences. 

ABOUT ENGAGE XR:

ENGAGE is a SaaS Enterprise advanced spatial computing platform aimed at the professional and academic market. Designed for professionals, event organizers, educators and corporations to build their own virtual worlds, provide metaverse services directly to their own clients, and create new business models.


For more information about ENGAGE, contact info@engageplc.com or visit www.engageplc.com

Transforming Forklift Training with Virtual Reality

Overview:

Virtual Reality has revolutionized training and education, providing immersive, engaging simulations that mimic real-world situations. Our client, a leader in Powered Industrial Trucks (PITs) training since 2005, sought to enhance their training methods by incorporating VR technology solutions.


Challenge:

Our client has faced the challenge of captivating the millennial generation with visual training, ensuring user-friendliness across age groups, and addressing safety and cost concerns in PITs training. Motion sickness and the need for robust hardware-software communication were additional hurdles.

Solution:

Travancore Analytics (TA) proposed a VR and Web combination. TA built a realistic VR simulation of a warehouse and forklift using 3D software, complemented by a user-friendly windows application. The VR simulation provided realistic sit-down forklift training, while the web portal managed administrative tasks and recorded training sessions. The application supported VR headsets, logitech steering wheels, and specialized forklift controllers.

Impact:

The VR solution transformed PIT training:

  • Immersive and meaningful experience

  • Reduced risk of accidents and injuries

  • Improved efficiency of PIT operators

  • Cost-effective alternative to physical training facilities

Expertise:

Travancore Analytics leveraged expertise in Extended Reality and Web apps, demonstrating a transformative approach to industrial training.

Check here for the full case study: :https://www.travancoreanalytics.com/case-study/vr-forklift-training/

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

Follow us on Linkedin for latest updates: https://www.linkedin.com/company/travancore-analytics/