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Apple AR Glasses Put on Hold to Make Way for MR Glasses – VR and Metaverse Expert Weighs In

Has Apple bitten more than it could chew? It appears that the long-awaited AR glasses won’t be hitting the shelves any time soon. A Bloomberg article published recently says that the Apple AR glasses are facing technical challenges, so their release has been delayed indefinitely and the project scope pared back. The report also revealed that Apple may instead opt to release a more affordable mixed reality headset.

Emma Ridderstad, CEO and Co-founder of Warpin Reality, shares her insights on the delayed release of the Apple AR glasses and the development of its mixed reality headset, probably to be called Reality Pro. She also shares her thoughts on what these developments mean for the industry, the consumers, and the future of AR/VR.

Apple AR Glasses Shelved to Make Way for an MR Headset

For a couple of years now, Apple has been developing AR glasses that resemble real eyeglasses. The design has already gone through several iterations but still, apparently, fails to meet expectations. While it is unclear where the real problem lies, it is clear that we won’t be seeing through the Apple AR glasses this year.

According to Bloomberg, what we may see soon are MR headsets that combine virtual and augmented reality elements. It was reported that Apple is shifting its focus towards developing a bulkier but less complicated MR headset with a projected price tag of $3,000. The company then plans to follow this with a more affordable version priced at just around $1,500, closer to Meta Quest Pro, though still with a higher price tag.

A Wise Move by Apple

When asked whether the delay of the Apple AR glasses will affect businesses that have already adopted the technology, Ridderstad believes that it would have little impact. Aside from the limited number of businesses currently using Apple’s AR technology, those that have adopted it are not fully reliant on it.

According to Ridderstad, AR/VR technology is still in its infancy. As immersive as these headsets are, they aren’t very convenient. The use cases are still quite limited, and the high cost of both hardware and software can be restrictive. “VR headsets need to become useful to people. Right now, they solve business-to-business problems but they’re still mostly just fun for the end consumer,” Ridderstad explained. So, Apple’s shift from AR glasses to MR headsets makes sense given the broader need to make immersive technology more accessible and affordable.

Ridderstad also believes that Apple will remain a key player in the industry, despite delays on its AR glasses. Consumers continue to trust Apple to produce well-researched and designed products. Considering the price, design, and content of these headsets, the market needs to see more affordable and functional headsets. “Since most people are just starting to see what these new technologies can do, we have to remind ourselves that this evolution is going to take time,” she said. “The real end consumer adoption will probably happen with Apple this time too.”

The True Value of XR Goes Beyond Gaming and Entertainment

XR technology has long been associated with gaming. But Ridderstad argues that the true value of XR lies in its potential in business, training, and education.

Her company, Warpin Reality, has developed a platform called Xelevate, which allows companies to launch customizable VR training courses for their employees. These courses range from safety drills to customer experience simulations and personality development workshops. Platforms like this have allowed construction companies to train their people on safety and equipment use and taught employees what to do during emergencies.

Ridderstad believes that VR/AR can optimize focus, learning, and training. She cites a PwC study that found that VR learners are more focused, learn more quickly, and are more emotionally engaged than e-learners. It could also create opportunities in remote work for those who struggle with in-person demands such as people with disabilities.

Diversity and Accessibility in Tech 

For years, the tech industry has been known to be a boys’ club. This still remains true in the metaverse. A McKinsey report found that in organizations shaping metaverse standards, 90% of leadership roles are held by men. Ridderstad warns, “The metaverse is not going to be an environment that people want to be in unless everyone feels welcome and comfortable. I think it is safe to say that unless women play their part in building the metaverse, and take their place among its architects, it won’t be.”

These technologies have the potential to revolutionize the future, so it’s important that they are designed for both men and women to see a higher level of adoption.

Apple AR Glasses Put on Hold to Make Way for MR Glasses – VR and Metaverse Expert Weighs In Read More »

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Digital Fashion Week New York: Reimagining the Future of Phygital Fashion

The 2023 Digital Fashion Week New York was a three-day event that was a hub for phygital fashion experiences. Merging the physical and digital fashion worlds, the Web3 event provided audiences with immersive phygital fashion experiences, as well as informative discussions, and networking opportunities, and acted as a digital venue for independent designers around the world to showcase their designs.

In a press release shared with ARPost, the Digital Fashion Week NY team expected to see a variety of attendees, including industry specialists, tech CEOs, fashion industry executives, investors, designers, and artists, among other guests.

Phygital Fashion Took the Center Stage

The three-day event kicked off on Thursday, February 9, with a Networking and Speaker Summit, which featured global panel discussions on the role of AI in transforming design protocols. On Friday, February 10, the event hosted the opening of the Metaverse Fashion Experience where attendees could explore virtual worlds through digital avatars. These digital avatars donned custom special drops from digital fashion week design winners.

Aside from the opening of the Metaverse Exhibition, there were also global panel discussions. Some of the members of the panel and speakers during the panel discussions included ZERO10’s Chief Product Officer Maxim Raykhrud, Exclusible’s Chief Commercial Officer Olivier Moingeon, and Sensorium’s Deputy CEO Sasha Tityanko.

During the last day of the Digital Fashion Week NY, Saturday, February 11, attendees could experience an array of immersive digital experiences, which combined physical and digital assets. These phygital fashion experiences included holograms, virtual showrooms, and animation screenings from some of the world’s leading artists and fashion designers who work within the Web3 space.

ZERO10 at the 2023 Digital Fashion Week NY

The AR fashion platform ZERO10 also showcased activations, alongside LODE. Through these phygital fashion experiences, attendees were able to learn more about how modern technology could play a role in transforming digital fashion and how this, in turn, could give them a new channel for self-expression.

Aside from activations, ZERO10 also showcased a recreation of five designs from independent phygital fashion designers, in particular, pieces from Private Policy’s Fall/Winter ‘23 collection, transforming them into augmented reality.

ZERO10 designs on Digital Fashion Week NYC 2023

Private Policy, a New York-based inclusive fashion brand, debuted its F/W ‘23 collection, entitled “We Are All Animals” and is a celebration of the interconnectedness of all the earth’s living beings. Pieces from the collection featured graphic designs of endangered and critically endangered species, such as the Amur Leopard and the Yangtze Finless Porpoise.

The collection combines utilitarian features, such as harnesses and tactile pockets, with sustainable materials. For instance, components like slanted checker pieces are made using reclaimed or unwanted denim garments, while statement outerwear designs are crafted using recycled poly faux fur.

Aside from promoting sustainability through the collection’s materials, Private Policy’s newest collection also distills the beauty and vigor of nature, combining it with elements that give it an urban edge.

Of the five designs, two had physical representations that were showcased at the show in New York City on February 11. These physical representations will also be made available for viewing in London on February 18. The Digital Fashion Week London runs from Friday, February 17 to Saturday, February 18.

ZERO10 on Digital Fashion Week 2023 NYC - The Marine Explorer #manipulator

As for the other three designs, they will remain digital and will be made available for NYFW 2023 guests to try on. Furthermore, Private Policy’s collaboration with ZERO10 will enable fans to virtually try on pieces from the collection via the ZERO10 app.

Through ZERO10’s integration, attendees and fashion enthusiasts have a new way of interacting and learning more about immersive phygital fashion through augmented reality.

Aside from ZERO10 and LODE, some of the other artists, designers, and brands that were present during the Digital Fashion Week NY included Anastasia Sladkova, Clo B, DOPE GLOBAL, Maya ES, MOS Brand, Schieva x Tokyo White, Tony Murray, and Zoha Khan. S

Digital Fashion Week - phygital fashion - Design by Maya ES
Fashion by Maya ES

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Ray Tracing Comes to Snap Lens Studio

One of the most powerful recent breakthroughs in graphics and rendering is coming to mobile AR thanks to a recent update to Snap’s Lens Studio. We’re talking about ray tracing.

What Is Ray Tracing?

Ray tracing is a rendering technique that helps to bring digital assets to life in the environment around them – whether that environment is digital or viewed in augmented reality. Recent examples in gaming include convincingly reflective surfaces like water, believable dynamic shadows, and improved light effects.

The technique can be fairly computing-heavy, which can be a problem depending on the program and how it is accessed. For example, when some existing games are updated to use ray tracing, users accessing that game on an older or less fully-featured computer or console may have to turn the feature off to avoid problematic latency.

Fortunately, ray tracing is being developed at the same time as new computing and connectivity methods like cloud and edge computing. These advancements allow the heavy lifting of advanced computing techniques to take place off of the device, allowing older or less fully-featured devices to run more high-level experiences smoothly.

While Snap releases detailing the update didn’t mention Lens Cloud, it’s likely that that feature is behind the update. Announced at the 2022 Snap Partner Summit, which also announced ray tracing for the first time, Lens Cloud provides improved off-device storage and compute, among other advancements.

The Road to Lens Studio

If you closely follow Snap, you’ve known for almost a year that this was coming. Snap also discussed ray tracing at the fifth annual Lens Fest in December. There we learned that the update has been in the hands of select developers for a while now, and they’ve been working with Snap partners to create experiences pioneering the software.

The news announced yesterday is that the feature is now in Lens Studio, meaning that any Lens creator can use it. We also have a new demonstration of the technology: a Lens created with Snap partner Tiffany & Co.

Snap ray tracing - Tiffany & Co

The company has likely been so involved in the development and showcasing of Snap’s ray tracing at least in part because the jewelry that the company is known for provides both a great challenge for and an excellent demonstration of the technology. However, Snap is already looking forward to the feature finding other use cases.

“Now, Lenses that feature AR diamond jewelry, clothing and so much more can reach ultra-realistic quality,” Snap said in the announcement.

The principal use case presented by Snap in the announcement is virtual try-on for clothing retail, like the Tiffany & Co. Lens. However, it is likely only a matter of time before the new feature finds its way into other kinds of AR experiences as well.

What’s Next?

Ray tracing is likely to be a topic yet again at the upcoming Snap Partner Summit in April, and ARPost will be there to hear about it. The online event doesn’t have the same energy as Lens Fest but as we saw here, the Partner Summit is often the first look at Snap’s developing software offerings. We always look forward to seeing what they’ll roll out next.

Ray Tracing Comes to Snap Lens Studio Read More »

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Playin Pickleball on Quest 2 – Review From a Pickleball Newcomer

Pickleball is the new court sensation that’s sweeping the nation, and it didn’t take long for someone to bring it into VR. How does someone who’s a VR veteran, but green on the pickleball court take to the game? We’ll find out in this review of Playin Pickleball.

“Pickleball,” You Say?

If you know what pickleball is, just skip ahead a little bit. If you need a little explainer, here’s a very little explainer:

Pickleball is kind of like tennis, but played with a ping-pong paddle and a whiffle ball. It can be played in singles or doubles format. That’s it from a thousand-foot view, but there are a lot of more specific rules going over how the ball can be played, from where, and how it has to be served, as well as the points system.

As becomes apparent over the course of this review, I have never played pickleball in real life. And, after having played a few (and won even fewer) games in VR, I still don’t really understand a lot of the rules. But, that doesn’t mean that it’s not fun.

Getting Started With Playin Pickleball

The basic mechanics of how pickleball works in a VR game are explained in an automated tutorial as soon as you start up Playin Pickleball for the first time. Let me just say here, that you owe it to yourself to make it through the tutorial.

You can’t skip this opening tutorial, and you can’t fail out of it either. One of the challenges is landing three serves within a designated area of the court and if you want to leave the tutorial you’ll do it if it takes you a thousand tries. And it might have taken me a thousand tries.

This initial tutorial tells you how to do things like spawn a ball and move around the court, but it doesn’t do anything to tell you how the game of pickleball actually works. This is a blessing for people who already know the rules of the game from playing in real life, because they don’t have to sit through an avatar explaining the rules to them.

If you aren’t familiar with the rules, you can choose to move straight from the initial tutorial into a short explainer on the court, the points system, and some of the other more intricate rules. However, this second tutorial is optional so you can skip it if you already know the rules.

Whether you’re about to play your first match or your one-millionth match, you can also access training exercises from the main menu that help you practice skills like serving and just hitting the ball. The training exercises pit you against the merciless pitching machine from the first tutorial, but you can also practice by playing against AIs on three difficulty settings.

Gameplay

So, how is Playin Pickleball’s gameplay?

Physics

I know that I said that the tutorial was torturous. But, I’ve been around VR long enough to know that that’s because I haven’t been around paddle sports at all. The physics of Playin Pickleball are out of this world.

I imagined that the paddle would essentially be a pong paddle that the ball either hit or it didn’t. This is far from the case. The ball behaves differently based on where it strikes the paddle. This includes wild ricochets if the ball hits the edges of the paddle.

While this can make the game more challenging at first, it also makes it a very realistic experience. I later learned that the flat sides of the paddle are actually textured so that advanced players (more advanced than me) can deliberately put a spin on the ball by glancing it just right off of the paddle’s surface.

Display and Avatars

Playing the Playin Pickleball on Quest 2 (review) via App Lab, the game automatically uses your Quest avatar. If you want to change your outfit into something a little more sporty, a menu option in the game takes you to the Quest avatar editor without closing the game.

spectate - Playin Pickleball

The environment, including the three different courts, provides a good visual home for the Quest avatars. The graphics are cartoony enough for a cohesive aesthetic, but realistic enough to make gameplay easy and enjoyable.

Movement and Mechanics

Playin Pickleball allows for three movement modes. 

Manually running lets you move via the joysticks. It provides the most precise and smooth movement around the court, but also means another control to keep track of that may be too challenging for new players.

Automatic running moves your avatar smoothly into the path of the ball. This setting feels natural but some people who experience motion sickness in VR may find it too disorienting. (For the record, I often feel motion sickness after extended VR sessions, but this is still my favorite setting and I didn’t have any problems using it over multiple consecutive matches in a session.)

Automatic teleport places your avatar in the best place to hit the ball based on its trajectory. This option feels less natural than the running options but may be more comfortable for players subject to motion sickness in VR.

city - Playin Pickleball

In any movement mode, players can press the left joystick to immediately move to “the kitchen” – a smaller field-of-play on either side of the net where short-range volleys take place.

A final note on gameplay: Even with teleport modes, you have to move your arms – including serving from below the waist and returning above your head. In my review of The Thrill of the Fight, I mentioned that you can get away with a pretty small play area. That is not the case with Playin Pickleball. You don’t need a full-sized court to play in, but you’ve got to give yourself room.

Finding Games Anytime

In addition to the training modes, Playin Pickleball has singles and doubles matches available at any time. These include free play modes so you and a pal can knock a ball back and forth without worrying about the score or even whose serve it is.

wating for others to join - Playin Pickleball

Friends can invite you to join their games, or you can team up with a friend to form a party. If you have enough friends online at the same time, you can play in closed games with each other.

If you don’t have enough friends online at once, you can look for open matches with random online players. In the event that there aren’t enough players online at a given time (which does happen in the game, as Playin Pickleball is still fairly new), live players are paired with AI bots.

An Amazing Gaming Community

The best way that I know of to find games, and to get into Playin Pickleball in general, is through their Discord server. As soon as I joined the Discord server, other players sent welcoming messages. One even scheduled a time for some free play during which he helped me understand the rules and mechanics better than any of the tutorials did.

A special page in the Discord server allows players to fill in information about themselves, including their levels of pickleball experience and what regions they live in. This automatically assigns players to different channels where players can learn about upcoming Playin Pickleball tournaments and see or schedule pick-up games.

The first online doubles game that I played included my new friend from Discord as well as two other players that I had never played with but that seem to be regulars at that particular time of day. Despite having only put an hour or so into Playin Pickleball since surviving the tutorials, I was able to play competitively with others. And the other players are great sports!

stadium - Playin Pickleball

It helps that many of the basics of the game are automated. For example, despite my time in the app, I still don’t really understand how the serve rotation works. But, a message appears above my off hand, letting me know that it’s my turn to spawn a ball and start a round. That means that my new (and patient) pickleball friends don’t have to tell me it’s my turn when I can’t keep track.

Get to Playin!

You can learn more about Playin Pickleball through the website, which includes video explainers, links to their Discord channel and other social media, and more. If you want to get straight into it, you can purchase the game from the Meta Quest App Lab for $19.99.

Playin Pickleball on Quest 2 – Review From a Pickleball Newcomer Read More »

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Orlando Mayor Offers 2,500 Open Positions to Build Metaverse in the MetaCenter

To bring the metaverse to life, Mayor Buddy Dyer announced the opening of 2,500 new jobs in Orlando. Over the years, Orlando has become a leading hub for tech companies that want to innovate and explore the capabilities of emerging technologies.

Orlando as a Growing Hub for Tech Talent

“The density of talent, investment, industry, and creativity in Orlando has made the city ground zero for metaverse development, making Orlando the MetaCenter,” shared David Adelson, Orlando Economic Partnership Chief Innovation Officer.

Adelson explained that the initiative to transform Orlando into the MetaCenter stemmed from decades of innovation, which started with increased activity around the Cape Canaveral rocket launch site in 1957. This was further supported by the founding of the University of Central Florida (UCF) to create a workforce capable of supporting the US space program.

“Orlando then became the epicenter of experiential entertainment when Walt Disney came to town. This collision of creative entertainment and technological advancements formed the foundation of the innovative ecosystem that exists here today,” he adds.

Since 2015, Orlando has seen a 46% growth in the number of tech companies in the area, with over 1,600 companies now calling it home. The city also houses tech centers such as Lake Nona and the Creative Village, as well as tech talent from educational institutions like UCF and Full Sail University.

Mayor Buddy Dyer Opens 2,500 Jobs to Build the Metaverse

On December 7, 2022, Mayor Dyer gave his annual State of Downtown Address both in person and in the metaverse, making him the first person to give a mayoral address in the digital space. During his 2022 address, Mayor Dyer shared his vision for Orlando’s future, proclaiming the city as the metaverse’s MetaCenter.

“Mayor Dyer said that his address was an open invitation for anyone to come to Orlando and apply for these positions. We are echoing that call,” said Adelson.

These job opportunities, which include in-demand roles such as software developers, systems engineers, and metwork architects, will help build the metaverse and solidify Orlando’s position as one of the nation’s fastest-growing hubs for tech talent and technological innovation.

Several organizations like the Orlando Economic Partnership, the VR/AR Association (Florida Chapter), and the Orlando Tech Community are some of the champions bringing the metaverse to life in the MetaCenter.

“The list of execs from our next-gen gaming, entertainment, AI, AR/VR, IoT, and simulation training companies joining this effort continues to grow,” Adelson told us. Local governments in Orlando and Orange County have also expressed their support.

Orlando Leveraging the Capabilities of a Digital Twin

To encourage more tech investments in Orlando, the city has been using a digital twin of the entire region to show investors and other stakeholders what the city has to offer. Available at the marketing center in downtown Orlando, users can access immersive experiences via an experience-based platform to explore the region in a more convenient way.

During the recent Unity Fireside Chat, Laureen Martinez, Orlando Economic Partnership Vice President of Marketing and Communications, shared that the digital twin has provided an imaginative and convenient way to showcase the city to guests. It also helps position the city as more than just a tourist destination.

“Our vision is to have more and more companies come to Orlando for us to be able to change their perceptions, just simply through the act of them coming and experiencing this and learning more about Orlando – things that they probably could have never imagined,” Martinez said.

Building the Metaverse in Orlando

Many businesses in the city are developing their own metaverse products and services.

Disney is working with local companies to develop AR/VR technology. Red 6 is using AR headsets to enhance training for pilots. BrandXR is also building AR experiences for some of the world’s biggest brands and institutions, including NASA and Microsoft.

“With buy-in and collaboration from private partners, educational institutions, and the public sector, we have good reason to be so optimistic about the MetaCenter. With these partners, we will continue to illuminate the benefits of the MetaCenter on a global scale,” said Adelson.

Orlando and its MetaCenter champions are working to position the city as the ideal destination for innovative businesses to scale and succeed. They’re determined to attract companies and individuals who share the same vision in building the metaverse.

“We work to attract the companies and people that are looking to build the metaverse and do everything we can to facilitate their growth; our ecosystem of companies in gaming, AR/VR, AI, 3D reconstruction, IoT, and modeling and simulation is unparalleled,” Adelson added.

Future Plans for the City’s MetaCenter 

What can the world expect from Orlando’s MetaCenter?

Orlando is gearing up to reinvent its downtown area, with the goal of advancing “Broad-based Prosperity®” for the region.

“We define this as creating a region whose residents live a meaningful life in a place where equal access to resources and pathways to success allows opportunities for all,” explained Adelson. Partnerships between the local government, higher education institutions, and the local industry helped launch the Creative Village, a 68-acre innovation district. It’s home to UCF, the Electronic Arts HQ, Valencia College, and affordable housing and establishments.

David Adelson shared more insights on what the future holds for the metaverse’s development.

“We expect to use our digital twin technology for more than just virtual tours to attract businesses to the area. With this technology, we will be able to preview how different investments, like a transit system upgrade, might affect the environment and its residents,” he told us. “This is a tool that can allow us to run simulations of new policies or infrastructure projects and preview their potential impacts before planning in the real world.”

Orlando Mayor Offers 2,500 Open Positions to Build Metaverse in the MetaCenter Read More »

immersive-inspiration:-why-extended-reality-learning-holds-multi-sector-potential

Immersive Inspiration: Why Extended Reality Learning Holds Multi-Sector Potential

The vast potential of extended reality cannot be underestimated. Used as something of an umbrella term to encompass “all real-and-virtual combined environments and human-machine interactions,” XR has become a buzzword that’s closely associated with other popular terms like virtual reality, augmented reality, spatial computing, ubiquitous computing, and the metaverse – and deep into this litany of jargon lies the next frontier for digital learning.

Although the edtech sector has grown significantly in voracity since the emergence of the COVID-19 pandemic, it’s extended reality that holds the key to unprecedented levels of immersiveness.

Extended Reality XR Market - Growth Rate by Region 2022-2027 - Mordor Intelligence

Furthermore, Mordor Intelligence data suggests that the XR market is growing globally, and experiencing particularly high levels of growth in Asia and Oceania. With both Europe and North America also experiencing notable XR growth, it’s likely that XR learning platforms and initiatives will gather momentum at a significant rate over the coming years.

With this in mind, let’s take a deeper look at why extended reality holds such vast potential for the future of learning across the world of education and many other sectors.

Unprecedented Immersion

When it comes to education, the challenge of delivering an immersive learning experience to all students and pupils can be a profoundly difficult one.

According to a Udemy survey, 74% of Millennials and Gen-Z claimed that they would become easily distracted in the workplace. This means that educators must find new ways to keep modern students engaged for as long as possible.

Through embracing extended reality, we’re already seeing more immersive experiences delivered to students, and platforms like GigXR can help users to engage in real-time with digitally rendered content.

Such platforms are excellent for learning via accurately rendered 3D graphics for topics like human anatomy and medicine–carrying its functionality beyond classrooms and into medical training for industry professionals.

Although embracing XR can seem like a daunting prospect, its potential applications within the world of learning are vast, including:

  • Refreshing the range of learning techniques available to students in order to deliver foundational learning;
  • Delivering more customized and personalized learning experience for students exploring complex topics;
  • Better defining competencies and assessment criteria for student experiences;
  • Offering data that can be utilized to deliver more focused interactive lessons for students that can incorporate better collaboration as well as engagement.

While this can go some way in showing the potential possibilities of XR, these applications also have the power to fundamentally change education over the course of the decade. As a future within the age of Web3 and the metaverse continues to redefine how far reality technology can evolve, the prospective applications for the future of learning appear to be endless.

Inspiring Curiosity

Crucially, a recent survey conducted by the XR Association in collaboration with the International Society for Technology in Education (ISTE) found that many current educators are optimistic about the prospect of a future built on extended reality learning experiences.

Of 1,400 high school teachers surveyed, some 82% of respondents stated that they believed the quality of AR/VR learning activities has improved in recent years–with 70% expressing their hope that XR tools can become more commonplace in schools moving forward. In total, 94% of respondents were happy to highlight the importance of aligning XR-driven curricula to academic standards.

The study also found that 77% of those surveyed believed that XR technology “inspires curiosity,” and that the tools can help to address issues in maintaining student motivation and well-being which have been impacted by the COVID-19 pandemic.

“To get a good sense of XR’s potential in schools, you have to ask the teachers and staff who will be administering this technology. The survey’s results suggest that VR, AR and MR technology is well positioned to become an essential teaching tool in school classrooms across the country,” explained Stephanie Montgomery, VP of Research at the XR Association.

Extending XR Into the Workplace

Beyond the traditional education sector, XR-based learning can also pay dividends when it comes to workplace training and recruitment.

The potential of VR onboarding is vast across a number of industries, and it can be an essential tool when it comes to upskilling and combatting turnover challenges among existing workforces.

Through the potential of extended reality, trainees and candidates alike can collaborate with human resource departments to undertake virtual interviews–which can provide real-time metrics and behavioral analysis for more accurate and unbiased assessments of competencies.

By combining XR technology with artificial intelligence, companies can actively spot knowledge gaps among existing employees and automatically enroll them in new tailor-suited courses to enhance their skill sets.

Extended reality can also help in a number of practical training scenarios. In practice, this is best illustrated within the healthcare industry, where The Johns Hopkins School of Nursing has become one of many providers to implement comprehensive VR training programs ranging from doctoral to prelicensure nursing.

Delivering experiences via Meta Quest headsets and an Alienware computer, Johns Hopkins has managed to deliver multiplayer VR learning experiences that can render practice scenarios capable of accommodating up to 100 learners.

“We make decisions based on what’s going on — time-critical decisions,” said Kristen Brown, Assistant Professor at the Johns Hopkins School of Nursing and the Simulation Strategic Projects Lead at the Johns Hopkins Medicine Simulation Center. “So one of the important components was that there was some sort of AI that’s really adapting to what we’re doing.”

The beauty of extended reality in terms of training, is that it can provide a platform for learners to build their competencies in high-risk or highly sensitive areas without having to worry about high margins for errors to take place.

In surgery scenarios, for instance, XR experiences can place students into a virtual operating theater with a 3D subject to deliver a true-to-life simulation of an operation. Similar experiences have been continually growing in quality within industries like aviation.

Achieving Immersive Learning Within the Decade

The rapid growth of the extended reality market means that we’re likely to see comprehensive learning technologies become commonplace sooner rather than later. This will undoubtedly delight the 70% of teachers surveyed in the aforementioned XR Association’s survey, but it has the potential to resonate across multiple sectors.

From providing more immersive and comprehensive learning to students, to helping employees to gain a better quality of work experience during their onboarding and training processes, the arrival of XR learning can bring profound improvements to countless lives.

Better onboarding programs can help to improve job satisfaction and to lower turnover rates, while competencies will improve immeasurably as more impactful learning experiences emerge. With this in mind, extended reality is well placed to improve the lives of learners of all ages, and across a number of industries.

Guest Post


About the Guest Author(s)

Dmytro Spilka

Dmytro Spilka

Dmytro is a tech and finance writer based in London. Founder of Solvid and Pridicto. His work has been published in Nasdaq, Kiplinger, VentureBeat, Financial Express, and The Diplomat.

Immersive Inspiration: Why Extended Reality Learning Holds Multi-Sector Potential Read More »

pinko-experience-powered-by-emperia-amid-funding-announcement

PINKO Experience Powered by Emperia Amid Funding Announcement

Virtual store builder Emperia recently announced a new funding round, as well as hints at how that funding round will impact their roadmap going forward. In the meantime, PINKO is joining the list of retailers showing us what Emperia is already capable of.

PINKO’s Virtual Store From Emperia

Emperia isn’t a Harry Potter spell, it’s a tech company that “marries the reach and accessibility of e-commerce with the impact of physical customer service shopping experience.” ARPost first met Emperia about a year ago when the company launched “Artemis”, its software-as-a-service solution for virtual storefronts.

“With the realization that clients will be using these spaces in the long term, and the need to constantly change/update the virtual store the same way they would change their physical space, Emperia created a platform that enables full customization of product displays as well as decor, allowing brands full creative control,” Emperia co-founder and CEO Olga Dogadkina said last year.

Emperia PINKO virtual store

PINKO, the other name in our story, might be less familiar to ARPost readers. The Italian womens fashion brand is using Emperia to open its first virtual storefront and explore virtual sale items. The opening of their first virtual store coincides with the opening of a new brick-and-mortar boutique location in Milan, according to a release shared with ARPost.

“Opening in such a prestigious and internationally established location, we decided as a mission statement to give global resonance to our new and unique store,” said PINKO CEO and founder Pietro Negra. “The virtual shop is the most innovative environment that can guarantee us the possibility of expanding our vision of engagement for our consumers everywhere.”

A Look at the Virtual Store

To be clear, PINKO isn’t a stranger to e-commerce generally. The company’s online purchasing infrastructure is already robust. However, there’s a big difference between experiencing the PINKO shopping experience online and the PINKO shopping experience in one of their stores. Their virtual store from Emperia is partially intended to help bridge that gap.

PINKO virtual store Emperia - handbags

Further, PINKO’s one-room virtual storefront in the clouds isn’t only for physical goods. Interactive 3D models of PINKO’s recognizable handbags help users understand the physical bags that they can purchase through the experience. Some of the 3D models also represent “Meta Love Bags” – an exclusive line of NFTs.

PINKO x Experia virtual store handbags

“Our 3D technology ensures a high merchandise-viewing quality, which complements its real-life twin product, to the smallest detail, allowing PINKO to present and directly-sell its exclusive capsule collection in a way that simulates a realistic shopping experience,” Dogadkina said in the release.

$10M Can Do a Lot for a Good Roadmap

Of course, there’s also big news for Emperia. The company recently announced a $10M series A funding round led by Base10 but including a number of other funders including the Sony Innovation Fund.

“I’m confident that the pool of participating investors in this round, from both the U.S and Europe, will make for a great network of advisors as Emperia continues its global expansion, pioneering e-commerce’s next generation,” said Dogadkina “I’m looking forward to delivering an even more impactful experience for our brand partners.”

The release also included some insights into what the company plans to do with the funding round. Goals include growing the team, improving Artemis, developing its customer data suite, and increasing the platform’s market presence. The release also expresses the intent to work with more partners in the space, which is always exciting for the product and the general field.

Speaking of the general field, the comments provided by investors help to speak to Emperia’s exact position within the emerging technology ecosystem. Base10 partner Luci Fonseca described Emperia as a “Web 2.5” solution.

“It is a device-agnostic bridge for brands to engage with a new generation of consumers while driving real commerce,” Fonseca said in the release. “Emperia is pioneering the development of virtual store creation and maintenance, and we’re excited to be partnering with a team that is truly building for the future of e-commerce.”

InfiniteWorld CEO Brad Allen used “Web 2.5” to describe his company “building a bridge to Web3” in an October interview with ARPost. The term is gaining traction in the industry to describe experiences that utilize and explore emerging trends like immersive tech or blockchain without relying on them completely as a business model.

More Coming Soon

It’s naturally exciting to see a company in the space clear funding rounds, particularly with prodigious investors like those backing Emperia. It’s even more exciting to see the sorts of plans that the company has for that money. Checking in with companies like PINKO to see how these movements are affecting their business models also sounds like a promising discussion.

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The Next Frontier of XR Hardware

As we head into the next generation of XR hardware, here are some of the big developments and releases coming out of the industry.

Where Is XR Heading?

Terminology and ease of access has meant that it has been a challenge to inform the general public about XR platforms. But at last, we are seeing a shift from dedicated platform-specific hardware to agnostic all-in-one devices that makes sense for all involved.

As developers, we can design multi-purpose experiences that are fluid whilst the consumers need only to concern themselves with a single piece of kit that can do it all. That’s the direction we’re going in right now and companies are laying their cards on the table in a bid to be the dominant force driving us forward through their own varying strategies.

Think how Microsoft revolutionized personal computers, or how Apple changed the mobile phone market forever. We’re on the cusp of another life-changing piece of technology and the race is on.

There has been a multitude of devices announced, rumored, and even speculated upon. The common themes you’ll see pushed by the marketing teams are weight and resolution.

Let’s take a look at the technology coming our way.

What Is Everyone Working On?

Magic Leap 2

Magic Leap jumped the starting gun and played their cards early. The Magic Leap 2 was released in September last year with an entry price point of $3,299.

The most immersive enterprise AR device is now available.

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— Magic Leap (@magicleap) September 30, 2022

An updated version of their first MR device, it features 1440 x 1760 resolution and weighs in at a tiny 260g. In comparison to the upcoming competitors we’ll discuss, this device by far stands above the rest in terms of financial expense alongside Apple.

Reality Pro

Apple’s Reality Pro is rumored to be unveiled in the next few months and a speculated price point of $3000 puts it up there with the Magic Leap 2 for its inaccessibility to the average consumer.

With Apple being rumored to enter the field of VR/AR, there are numerous speculations of these high price tags and a focus on productivity over gaming, which has been a major drive in VR platform focus in the past few years.

It will be interesting to see what Apple brings to the field as there might not have been much of a consumer-side push for a VR device that is focused on productivity, taking calls, and using regular phone apps in VR over just gaming or fitness.

The device will supposedly make use of hand tracking or a clothes-pin like a finger module for pointing and selection. Meta, in contrast, is aiming for a more commercially viable XR product.

Quest 3

The Quest 3 is one of the most anticipated and discussed XR headsets this year, with little information being known about it even now. Zuckerberg has tipped a price point between $300-500 and the release is expected later this year.

There is currently much speculation about whether it will be packing the in-development Qualcomm’s Snapdragon XR 2 Gen 2 chip or the same XR 2 chip from the previous model. It’s a strong contender to be the headset that sets the new standard for value.

PICO 4

ByteDance was another early offering in the hardware market. The PICO 4 virtual reality headset was released mid-October last year and features 4K+ resolution, a weight of 295g, and is available in Europe and East Asia for  €399 (around $428).

Pico 4 VR headset

Arguably one of the lesser-known devices and studios, this is ByteDance’s offering as a viable competitor to Meta, specifically the Quest 2. While it packs a punch, it also has some limitations, such as low-resolution passthrough, Meta might be about to blow it out of the water. With the Quest 3 on the horizon, a lot of consumers are holding off on the PICO 4 at the moment.

HTC

HTC is about to release its offering in the form of the VIVE XR Elite with a release date of February 25 and an entry-level price of $1,099. With it being the most decorated VR headset at CES 2023, expect them to go toe-to-toe with Meta for dominance in the market.

On paper, they are fairly evenly matched and it could come down to pure user experience and well-designed software. HTC is doubling down on VR glasses for smaller experiences like in-car journey entertainment and movie watching through the VIVE Flow.

It is possible that these developments and improvements in hardware will converge into smaller wearable devices that are suited more for passthrough or passive experiences but can also be worn for work too, like the high-end VIVE XR Elite and Meta Quest Pro.

Sony

Sony is also bringing out the PSVR2, which is said to use eye tracking for menu selection and navigation of user interfaces. With the PSVR2 and Apple VR, both are moving away from controller-oriented inputs which could bring a layer of accessibility to VR.

Upcoming XR hardware - PlayStation VR2 headset

How often have we shown a friend or family VR and had to explain to them where the buttons are on the controllers for the first time? If headsets move towards using eye-tracking selection and hand tracking, controllers could become optional for devices like these, which could also bring down the hardware price for consumers and help drive adoption through the reduction of learning curves.

Why We Need to Get It Right

The metaverse remains at this point a vision for the future and will do so until an extensive commercial breakthrough is made. The metaverse is entirely dependent on engagement and interconnectivity. There is a harsh expectation of constant usage and whilst some would argue that our lives are already technologically dependent, the level of integration into our lives that we’re talking about is unprecedented.

Accessibility also remains a firm stumbling block as technology will take some time to offer true value to people and not act as a luxurious gimmick. This is likely to remain the case for the near future. We do need to evaluate moving forward which hardware ultimately works for users and developers alike. But for now, we are testing what’s possible and creatively, it is a great time to be involved.

Guest Post


About the Guest Author(s)

Rob Farthing

Rob Farthing

Rob is a Unity-certified Artist and digital programmer for XR applications with experience in pairing machine learning with augmented reality. Since graduating from the University of Portsmouth (BSc Hons 1st class) in 2016, Rob has developed a range of immersive experiences for clients such as Samsung, GSK, and Harman.

Chris Hull

Chris Hull

Graduating in Computer Animation (Hons) at Bournemouth University’s prestigious NCCA in 2017, Chris has broad knowledge across the 3D pipeline with a specialization in Application Development and XR technologies. He has worked in various industry roles and developed a broad portfolio of previous clients including Red Bull, IKEA, and The Ministry of Defense.

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Get Fit While Having Fun With Sports VR Games

Sports VR games are changing the fitness game. These highly interactive apps have the potential to transform the way we stay fit by making sports and fitness activities more fun, engaging, and convenient.

They allow players to immerse themselves in a virtual environment and engage in physically demanding activities, such as playing virtual basketball or boxing, within the confines of their own homes. With research indicating increased energy expenditure while playing, VR games offer a fun and convenient alternative to traditional workouts.

If you’d like to get some sports into your fitness routine but do not have time to hit the gym or stay out on the field, here are five of the top sports VR games you can try out at home. These games provide a full-body workout that challenges players to improve their hand-eye coordination, reaction time, and physical endurance. They can help burn anywhere from 4 to 13 calories per minute.

5 Sports VR Games to Up Your Fitness Game This Year

Gym Class VR

Love shooting hoops? Gym Class VR brings the ball game right where you are. Join players from all over the world for an immersive basketball game. Warm up with jumping jacks, wall squats, and other drills. Form a team with your friends and compete with other teams.

Gym Class VR - sports VR game

This game transports you into a virtual court and makes you feel as if you were playing on a real one. Dribble, pass, and shoot the same way you do in real life. For an extra level of motivation to keep playing, track your progress with statistics, shot charts, and streaks.

Racket: Nx

Court meets arcade in this sports VR game that blends elements of racquetball and pinball to create a fast-paced and exciting workout experience. Racket: Nx takes you inside the glass dome of a pinball machine for a one-of-a-kind racquetball experience.

Racket: Nx - sports VR game

Get your ball ready and hit targets as soon as they light up. Score points and dodge obstacles in the giant pinball arena. With its high-paced, psychedelic, and competitive gameplay, you’ll have a blast as you improve your hand-eye coordination, speed, precision, and agility.

The Thrill of the Fight

Feel the thrill of a real fight with the hyper-realistic gameplay of this sports VR game. The Thrill of the Fight lets you face off with your opponent in a virtual ring set at room scale.

The Thrill of the Fight - boxing match

Dodge hits, throw jabs, cross hooks, and land knockout punches as if you were in a real boxing match. Play the game regularly to learn and hone different boxing styles and techniques. Progress faster through the levels as you improve your skill, timing, and strategy.

Eleven Table Tennis

Smash your way to fitness. With the fast-paced gameplay and intense action in Eleven Table Tennis, you’ll be breaking a sweat in no time. Touted as the best simulation for table tennis, this game mimics actual movements and physics.

Eleven Table Tennis - sports VR game

Whether you are competing online against other players or practicing with an advanced AI opponent, you’ll feel as if you are playing the game in real life. The exercise intensity depends on a player’s skill level from a light workout for beginners to a super intense game for dedicated or highly skilled players.

Sports Scramble

Go berserk with all the fun you’ll be having while playing a mix-matched sports VR game. Sports Scramble combines the distinct elements of different sports to create unique and totally fun VR experiences.

Sports Scramble - sports VR game

Play tennis with a badminton birdie, bowl a strike with a basketball, or score a home run with a racket. This game lets you play in a large tennis court, a zany bowling lane, or a baseball field but makes the experience more exciting—and crazily fun—by giving you unusual sports gear for your game.

Start Your Fitness Journey the Fun Way

Indeed, sports VR games are good workout alternatives that offer more enjoyment, convenience, and accessibility than traditional workouts. By providing an enjoyable and interactive way to exercise, they help people start their fitness journey the fun way and make it a sustainable part of their lifestyle.

However, it is important to be conscious of your mobility and fitness levels and consult a doctor if you have any medical concerns before using VR. Also, while sports VR games are a fun workout option, they should not replace actual sports training and one should be careful not to over-exercise.

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The Future Is Now: 2023 Metaverse and XR Predictions Worth Looking Into

Recent technological advancements have pushed the envelope of what modern technologies are capable of. Furthermore, these innovations have greatly changed the way users interact with such technologies. Given that our technological advancements, consumer behavior, and tech trends continue to evolve at breakneck speed, being aware of metaverse and XR predictions can help you better prepare for the future.

Dispelling Common VR Myths and Misconceptions

Despite the relatively widespread acceptance and use of virtual reality technology, there are still some myths and misconceptions that surround it. Unfortunately, such beliefs stem from a misunderstanding of the technology and how it works. Some of the most common myths and misconceptions surrounding VR include the following: it always causes motion sickness and  virtual reality is solely applicable to games.

We talked with The Park Playground CEO Peter Vindevogel, who shared his thoughts on these myths and misconceptions, shedding light on virtual reality technology.

“Virtual reality is often perceived as being limited to the world of gaming. Although gaming is certainly a great use case and example of what immersive VR experiences can deliver, the possibilities are endless,” said Vindevogel.

He gave examples of some applications of VR that have nothing to do with gaming, such as house tours, and meetings.

“Virtual reality is transforming industries and has so much to offer in terms of exposing people to new experiences they otherwise wouldn’t be able to enjoy. Gaming is just one aspect of VR and tends to be individuals’ first tangible insight into the possibilities of the metaverse,” he adds.

According to Vindevogel, one of the most common misconceptions surrounding VR is that it causes motion sickness, which can prevent people from trying out new experiences. He adds that one of the main causes of motion sickness in VR experiences is poor latency.

“When a delay in latency occurs, your real and virtual movements no longer match, knocking the equilibrium out of balance and causing ‘cybersickness.’ The problem stems from, and is also alleviated by, the equipment being used to deploy the virtual reality experience and how those experiences are designed. It is very easy to induce motion sickness if you are not carefully taking this into consideration,” Vindevogel explained.

The good news is that with the wealth of knowledge and experiences available today, VR experiences are becoming increasingly inclusive. Furthermore, developments in the VR industry are improving existing technology. Thus, in the future, VR users are less likely to encounter such issues.

2023 Metaverse and XR Predictions That Could Shape the Future of Tech

1. More Widespread Use of VR for Location-Based Entertainment

According to Vindevogel, VR technology will continue to evolve and become more widely adopted. Thus, it’s likely that we will increasingly see the technology being used for location-based entertainment (LBE) in the coming years. That’s because VR is capable of creating such immersive, interactive, and social experiences.

“Overall, the future looks bright for VR as a technology that will continue to redefine entertainment and other industries. As VR technology improves and becomes more accessible, more brands and creators will explore and experiment with the potential of VR,” said Vindevogel. He pointed out that the location-based entertainment industry had seen steady and promising growth, and was expected to grow at a CAGR of 12.4% until 2028. 

Vindevogel adds that the growth of VR in the context of LBE is due in part to how VR and AR are capable of providing users with more exciting ways to bring their vision to life, making the technology suitable for visitor attractions. “It provides lifelines for theme parks and museums by reinvigorating the experience and eliminating potentially negative factors such as queues and crowds,” said The Park Playground CEO.

2. The Use of VR in the Field of Education

Vindevogel goes on to say that VR will be a useful tool in the field of education. According to him, the technology can be used for training and delivering first-hand experiences to learners.

“This is the first time in history where we are not only able to build muscle memory for these high-skilled and high-risk situations from anywhere in the world without much-specialized equipment but immersive experiences could offer a better way for students to retain and be excited learning about any subject,” he said.

3. More Accessible Developer Tools

VR solutions are becoming more popular in commercial settings and it’s expected that developing such solutions will become simpler in the coming years.

As pointed out in one of the Unity Developers’ blog posts, aside from the exponential rise of development businesses, we’re also seeing more developer tools, such as the Unity and Unreal engines, becoming more accessible. An iteration of Unreal Engine (Unreal Engine 5) is already being used to develop applications for a range of VR devices.

4. Growing Use of XR Devices in Enterprise Settings

It’s likely that we’ll see more XR devices being used in enterprise settings. This is already one of the metaverse and XR predictions that’s slowly becoming a reality. Thus, it’s probable that in 2023, we’ll be seeing more XR devices being used as workstations in the office.

And while they won’t be seen as replacements for your laptops, PCs, or even smartphones, these XR devices can augment their functionality, particularly for users who regularly engage in XR environments.

5. More XR Consumers and More XR Content

In an interview with Circuit Stream’s Dejan Gajsek, he shared that we’ve seen several major investments in immersive tech, particularly Meta. These investments are seen as foundations for future content and hardware, and with consumers purchasing more immersive tech hardware, it’s likely that we’ll be seeing more VR and AR content.

He goes on to share that the success of the Quest 2 will fuel interest in the new Quest 3, which should will be released in 2023.

According to Gajsek, “Anyone that decided to buy from the Oculus store or use Meta’s products essentially becomes a ’subscriber‘ in Meta’s user base. Once the base becomes big enough, the platform becomes extremely interesting for marketers and advertisers.” He expects Meta to continue pushing the narrative for VR.

Gajsek also believes that the gaming aspect of VR should expand. According to him, the launch of the VR add-on for the PlayStation VR 2 will likely expand the use of the PS5 console in the context of VR games. This, he thinks, will prompt the growth of the number of VR consumers.

6. Metaverse Tech Will Be Built and Used by a More Diverse Group of People

John Payne, CEO of Croquet, believes that metaverse technologies will be built and utilized by more diverse groups.

“Given the potential reach of metaverse technologies, it’s imperative that these technologies be built for people with a wide range of backgrounds and abilities,” he told us. “As solutions for identity in the metaverse become more varied, people will be able to express themselves safely in the way that feels most comfortable for them. Safety and anti-harassment tools will be built into platforms as they become more decentralized.”

He goes on to say that these metaverse platforms will become open to asynchronous content, as not all users can be found online at the same time. This could indicate that in the future, we will see the evolution of ghost avatars, rich notes, and other time-independent interactive content.

Payne also believes that metaverse will happen much faster than everyone thinks, by gaining traction via 3D worlds in traditional websites. “Millions of virtual 3D spaces and worlds embedded in the web interoperably with existing sites will collectively form a significant portion of the larger interoperable metaverse,” he said. “The metaverse is an evolution… the next generation of the Web… not a revolution.”

7. More Collaborations Among Key Metaverse Players

In the near future, it’s highly likely to see more big names in the tech industry coming together to create new solutions. These collaborations are also a result of the need to create an open and interoperable metaverse.

We’re already seeing key metaverse players coming together in the collaboration between Meta and Microsoft. To continue providing users with seamless software experiences and improved productivity and collaboration capabilities, Microsoft and Meta have teamed up to bring Mesh for Teams to Meta Quest headsets. Moreover, the two companies are looking at ways to incorporate Xbox Cloud Gaming into the Meta Quest Store. This is predicted to change the way gamers stream and interact with games across a variety of devices, including smartphones and the Meta Quest platform.

8. AR Apps to Increasingly Leverage AI Tech

To create more immersive virtual environments, AR applications must be able to collect a wealth of information about the user’s surroundings. Through the use of artificial intelligence, app developers can streamline how their program processes algorithms and data. Moreover, they can leverage AI to come up with more accurate results. Thus, it’s likely that we’ll see more AR apps making use of AI tech in the future.

I believe the biggest breakthrough will come in e-commerce and merging technology with AI. There are Shopify widgets where you can ‘try’ a new pattern in your living room, or virtually place a piece of furniture,” shares Gajsek. “Consumers only have to click on buy, and the product is going to be delivered to their homes. AR will decrease the amount of friction when it comes to the buyer’s process and drive impulsive buys.”

Furthermore, Croquet’s Payne believes that AI will help speed up content creation. Tools like DALL-E and ChatGPT are becoming more widely available to more people. Furthermore, people are becoming more receptive to their use. Given that creating high-quality content can be a time-consuming endeavor, these AI tools will enable users to access a more cost-effective and faster way to create content.

9. Companies Will Offer More Immersive Experiences for Their Workforce

One of the significant metaverse and XR predictions will most likely impact the workplace. Aside from the increased use of XR devices in enterprise settings, it’s likely that we’ll see more companies offering immersive experiences to their employees.

According to a PwC report, businesses are likely to become “metaverse power users.” This is supported by a 2022 PwC survey, which shows that 42% of business leaders are planning to use the metaverse to provide onboarding and training for their employees. This is followed by 36% who shared that they’re planning to use the metaverse for interactions with colleagues, as well as for creating virtual content for their audience.

We’re already starting to see companies trying to recreate real-world activities in virtual worlds, including shared virtual workspaces and having access to collaboration and productivity tools. It’s also likely that businesses will expand their use of XR tech and the metaverse. For example, we may see more metaverse-specific interactions for customer service or digital recreations of physical establishments.

While nothing is set in stone yet, it’s probable that businesses that are unable to adapt to emerging tech trends may lose not only their competitive edge but also access to growth opportunities.

10. VR Will Become a Larger Part of Our Lives

According to Mesmerise CEO and co-founder Andrew Hawken, VR will play a larger and more sustained role in our lives, as other major tech companies are poised to introduce new wearable tech.

Now that the rush of VR interest spurred by the pandemic has passed, we’ll enter a new era of sustained development and investment in the space. Just as the invention of the browser played a key role in the development of the internet, we expect a similar outcome as we embrace the metaverse’s role in operating as the interface of Web3,” Hawken told ARPost.“In 2023, we’ll see the fall of walled gardens as other players like Apple, Sony, and Magic Leap bring to market new headset iterations that advance spatial computing as a whole, and as a result, a slow upward trajectory of an optimized virtual reality experience.

The Park Playground’s Vindevogel adds that virtual reality will increasingly grow to become a part of our daily lives.

As the line between the digital and real world becomes increasingly blurred, virtual reality won’t just be simply putting on a headset to game with your friends – it will become a part of everyday life,” he said. “However, the level of immersion – whether it’s augmented reality (AR), mixed reality (MR) or completely virtual – will depend on the situation.”

He cites some examples of how VR and AR can be used in our daily lives, such as when someone is trying on makeup to see how it suits them or when a homeowner takes a virtual tour of their future property, instead of just looking at pictures on a website.

And while the metaverse presents itself as cartoonish and obviously augmented, we’re approaching a reality in which wearable headsets will replace screens, and video conferences will become much closer to  real-life situations,” said Vindevogel. Augmented, virtual, and mixed realities bring extra layers to the reality we’re already familiar with, so as time goes on, the digital world will blend more and more into our everyday lives.”

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Blippar Expands Blippbuilder Support to AR Glasses Under New CEO

AR creation tool Blippar has long offered its creation tool Blippbuilder, which recently implemented a “freemium” pricing model. Naturally, the tool was built around smartphones, which is how most people still experience AR. However, with the increasing prevalence of AR-enabled headsets, the company is expanding the tool’s availability.

To learn more about Blippbuilder on headsets, the company’s long-term strategy, and the effects of other Blippar developments, ARPost met the company’s new CEO, Preet Prasannan.

Meet New CEO Preet Prasannan

Prasannan is Blippar’s new CEO, but he isn’t new to the company. Prasannan discovered Blippar almost ten years ago when he was working at DreamWorks when his manager left DreamWorks to work at Blippar.

“At the time, I got very excited about what Blippar was doing in AR,” said Prasannan. “To be honest, I didn’t even know what AR was.”

Prasannan worked at Blippar for a time before leaving to found his own startup. He was still working on that project when Blippar came into problems and ultimately entered into administration. Prasannan returned to Blippar and was instrumental in its return as “Blippar 2.0” by serving as the Chief Technical Officer.

“Blippar was like family to me, so I reached out, we started speaking,” said Prasannan. “I realized that there was an opportunity to bring Blippar back to life.”

Prasannan was the CTO throughout the tenure of CEO Faisal Galaria, who recently stepped down. This offered another opportunity for Prasannan to step up.

“In December, when Faisal decided to part ways with us, we decided it would be good if I was up for it,” said Prasannan. “This is my family.”

Blippbuilder Comes to Next-Gen Hardware

The first big move under Prasannan’s leadership is bringing Blippbuilder compatibility to AR glasses. While AR on a head-mounted display and AR on a handheld display might sound similar, there were some initial hurdles.

“To be frank, it was a bit of heavy lifting when we started on headsets. The first one,” said Prasannan. “The first headset that we supported took us six months and the next headset that we supported took us 48 hours.”

The first two headsets were Magic Leap and Meta Quest Pro. While some things are being ironed out before the next selection of compatible AR headsets is released, Prasannan says that the company can essentially achieve compatibility with new headsets as fast as they are produced. Which is good, they are being produced a lot more regularly these days.

Blippbuilder for AR glasses - Meta Quest Pro

“For the next generation of AR, we have to have devices that feel natural,” said Prasannan. “It becomes a natural way of seeing and visualizing AR content.”

This isn’t just a way of future-proofing Blippar. It’s also a way to advance AR as a field worth buying into.

“If you have amazing, exciting content and a tool that creates content easily, why would you not want to buy that headset?” asked Prasannan.

A Growing Ecosystem

The announcement is exciting in another way as well: the sort of experiences that are created using Blippbuilder, particularly since it became free to use. The move has also been positive for Blippar, of course.

“We had tens of thousands of users more than usual joining us,” said Prasannan. “It seems like we took the right step when we went in that direction.”

So, who are all of those new users? Naturally, they don’t all fit into one basket, but Prasannan said that there have been a lot of educational experiences created.

“We saw a very interesting solar system being created by one of our users,” said Prasannan. “I was actually showing it to the kids in my family and the feedback was immediate.”

There has been a long-standing chasm in the promising field of educational XR. The sum is that educators don’t typically know how to build experiences and experience builders don’t typically know how to educate. Blippbuilder’s free, no-code, increasingly versatile authoring tool is helping to bridge that gap.

“One of the driving factors of switching to the freemium model was to encourage creativity in all of our users,” said Prasannan. “Right now, Blippbuilder is free so anyone can create an account and publish projects.”

More to Come From Blippar

There are more big things coming from Blippar, as a “new iteration of Blippbuilder” is scheduled to release as a beta toward the end of Q1 of this year. The tool will “make developers and technologists out of anyone who wants to” because “technology should make things more simple, not more complicated.”

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