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AWE USA 2023 Day Two: More Keynotes, More Panels, and the Open Expo Floor

The second day of AWE is the day that the expo floor opens. That is always thrilling, and we’ll get there, but first – more keynotes and conversations.

AWE Day Two Keynotes

Day One kickstarted the keynotes, but AWE Day Two saw exciting presentations and announcements from Magic Leap and Niantic. Both affirmed a theme from the day before: meaningful XR is already here.

Magic Leap: Let’s Get to Work

“The vision of AR that some legacy tech companies are promising is still years out, is not years or months or days out,” Magic Leap CEO Peggy Johnson said in her keynote. “The small team at Magic Leap has made something that many larger companies are still struggling to achieve.”

Peggy Johnson, Magic Leap's CEO AWE Day 2
Peggy Johnson

Johnson also continued another theme from AWE Day One: AI and XR aren’t in competition – they help each other. Inbar’s opening talk included a line that quickly became a motto for almost the whole event: “XR is the interface for AI.”

“I honestly believe AR systems are going to become the endpoints for a lot of AI,” said Johnson. “The ability to provide contract input and get contextual output will really be a game changer.”

Magic Leap’s big announcement wasn’t to do with AI, but it will still be thrilling to developers: an Unreal Engine plugin is coming in August.

“AR Everywhere” With Niantic

While enterprise companies and hardware manufacturers are still struggling with adoption to since degree, few companies have done as much for AR consumer adoption as Niantic.

Brian McClendon Niantic Labs AWE Day 2
Brian McClendon

In his AWE keynote, “Empowering AR Everywhere”, Niantic Senior Vice President of Engineering, Brian McClendon, laid out a number of major updates coming to the company – as well as coming to or through 8th Wall.

First, ARDK 3.0 will allow developers using Niantic tools to also use outside AR asset libraries. It will also enable a QR code-triggered “lobby system” for multi-user shared AR experiences. The updated ARDK will enter a beta phase later this month. A new maps SDK compatible with Unity is also coming to 8th Wall.

Further, 8th Wall’s “Metaversal Deployment” announced at AWE 2021 is now compatible with mixed reality via Quest 2, Quest Pro, “and probably all future MR headsets.”

Big Picture Panel Discussions

One of the things that really makes AWE special is its ability to bring together the industry’s big thinkers. A number of insightful panel discussions from Day Two explored some of the biggest topics in XR today.

XR’s Inflection Point

The panel discussion “How Immersive Storytelling Can Deepen Human Understanding of Critical Issues” brought together Unity CEO John Riccitiello, journalist Ashlan Cousteau, and TRIPP CEO and co-founder Nanea Reeves. The talk included further affirmations that, contrary to some media pieces, XR as an industry is thriving.

John Riccitiello, Ashlan Cousteau, Nanea Reeves - AWE Day 2
From left to right: John Riccitiello, Ashlan Cousteau, and Nanea Reeves

“I now cancel what I said seven years ago about this not being a good time to build a business in this space,” said Riccitiello. “We’re at a time right now where it makes a lot of sense to look forward with optimism around XR. … Companies are born around technology transitions.”

Reeves echoed the sentiment, but included some of the cautious caveats expressed by XR ethicist Kent Bye during a panel discussion yesterday.

“We’re at such an interesting point of technology and the evolution of it, especially with AI and XR,” said Reeves. “What’s the next level of storytelling and what should we be aware of as we bring AI into it?”

Building Open Standards for the Metaverse

The good news is that the metaverse isn’t dead. The bad news is that it arguably hasn’t been born yet either. One of the most important features of the metaverse is also one of its most elusive.

It was also the crux of a panel discussion bringing together XR Safety Initiative founder and CEO Kavya Pearlman, XRSI Advisor Elizabeth Rothman, and Khronos Group President Neil Trevett, moderated by Moor Insights and Strategy Senior Analyst Anshel Sag.

Kavya Pearlman, Neil Trevett, Elizabeth Rothman, and Anshel Sag - AWE 2023 Day 2
From left to right: Kavya Pearlman, Neil Trevett, Elizabeth Rothman, and Anshel Sag

“Whichever way you come to the metaverse, you need interoperability,” said Trevett. “It’s foundational.”

The panel also addresses the lasting and fleeting effects of the wave of attention that has seemingly passed over the metaverse.

“We go through these hype cycles and bubbles,” said Rothman. “There are always technological innovations that come out of them.”

The panel also addressed AI, an overarching theme of the conference. However, the panel brought up one concern with the technology that had not been addressed elsewhere.

“This convergence has a way more visceral impact on children’s brains even than social media,” said Pearlman.

So far, the “solution” to this problem has been for content publishers to age-restrict experiences. However, this approach has crucial shortcomings. First, most approaches to age restrictions aren’t foolproof. Second, when they are, this measure excludes young users rather than protecting them.

“We run the risk of regulating children right out of the metaverse,” said Rothman. “We need to strike a balance.”

Hitting the AWE Floor

I first started covering AWE during the pandemic when the entire conference was virtual. AWE is a lot more fun in-person but, practically speaking, the demos are the only component that can’t really happen remotely.

Meeting Wol

I actually met Wol in the Niantic Lounge before the very first session on Day One. While this is where arranging this content makes sense to me, Wol was possibly my first impression of AWE. And it was a good one. But wait, who’s Wol?

Niantic Lounge AWE 2023
Niantic Lounge

Wol is a collaboration between 8th Wall, Liquid City, and InWorld AI. He’s an artificially intelligent character virtually embodied as an owl. His only job is to educate people about the Redwood Forest but he’s also passionate about mushrooms, fairies, and, well, you just have to meet him.

“Wol has a lot of personal knowledge about his own life, and he can talk to you about the forest through his own experience,” explained Liquid City Director Keiichi Matsuda. “Ultimately, Wol has a mind of its own and we can only provide parameters for it.”

Wol

I met Wol through the Quest Pro in passthrough AR via a portal that appeared in the room directly into the Redwoods – and, now that I think about it, this was the day before Niantic announced that 8th Wall supported Quest Pro MR. In any case, the whole experience was magical, and I can’t wait to get home and show it to the family.

Visiting Orlando via Santa Clara

Largely thanks to a group called the Orlando Economic Partnership, Orlando is quickly becoming a global epicenter of metaverse development. Just one of their many initiatives is an 800-square-mile virtual twin of the Orlando area. The digital twin has its own in-person viewing room in Orlando but it also exists in a more bite-size iteration that runs on a Quest 2.

“The idea was to showcase the entire region – all of its assets in terms of data points that we could present,” explained the OEP’s Director of Marketing and Communications Justin Braun. “It’s going to become a platform for the city to build on.”

I was able to see at AWE featured photorealistic 3D models of Orlando landmarks, complete with informational slides and quiz questions. The full version, which took 11 months, is a lot more fully featured. It just doesn’t fit in Braun’s backpack.

“At some point, this will be able to do things that are beneficial for the city and its utilities, like shower power outages,” said the OEP’s Chief Information Officer David Adelson. “It’s community-driven.”

Gathering Around the Campfire

I opened by saying that demos can’t be done remotely. I remotely demoed Campfire recently, but that was their desktop view. Campfire also offers tabletop and room-scale 3D interactions that require the company’s custom-made headset and markers. I got to try these solutions out hands-on when I reconnected with CEO and co-founder Jay Wright on the AWE floor.

campfire at AWE 2023 Day 2
Campfire at AWE USA 2023

“The perception system is designed to do one thing very well, and that’s to make multi-user AR as high-fidelity as desktop,” said Wright. And they’ve done it.

Models and mockups that I viewed in mixed reality using Campfire’s hardware were beautifully rendered. The internet connectivity at AWE is notoriously spotty and, while the controller disconnected a few times, the display never skipped a beat.

Wright demonstrated the visor that switches Campfire from MR to VR on a virtually reconstructed art museum that I could view from above in a “dollhouse mode” or travel through in a 1:1 model. In addition to showcasing more hardware and software ease-of-use, it might have been the most graphically impressive showcase I’ve seen from XR hardware ever.

The Lenovo VRX

With Lenovo ThinkReality’s new headset announced the day before AWE started, this might be the record for the shortest passage of time between a headset releasing and my putting it on – and it’s all thanks to ARPost’s longtime Lenovo contact Bill Adams.

“We think we have one of the best passthrough headsets and most comfortable headsets in the industry,” said Adams, who made a gentleman’s wager that I would (finally) be able to see my notes through the Lenovo VRX.

I couldn’t read my writing, but I could tell where the writing was on the page – which, honestly, is enough. Having tried the same experiment on the Quest Pro earlier that day, I can back up what Adams said about the headset’s passthrough quality.

As for comfort, ditto. The headset features a removable overhead strap, but it was so comfortable that I forgot that the strap was there anyway. Switching from VR to passthrough is a simple button press.

Catching Up With Snap

The average user can have a great AR experience with just a phone, and the average creator can make a really advanced experience without creating their own app, according to Snap Senior Product Communications Manager Cassie Bumgarner.

Snap AR at AWE 2023
Snap at AWE 2023

“There’s a lot of chatter on the hardware front, but what we want to show is that there’s so much more left to unlock on the mobile front,” said Bumgarner.

A Snap Lense made with QReal uses AI to identify LEGO bricks in a tub. A quick scan, and the lens recommends small models that can be made with the available pieces. Bumgarner and I still get the fun of digging out the pieces and assembling them, and then the app creates a virtual LEGO set to match our creation – in this case, a bathtub to go with the duck we made.

Snap bricks AWE 2023 Day 2

Of course, Snap has hardware too. On display at AWE, the company showed off the virtual try-on mirrors debuted at the Snap Partner Summit that took place in April.

One More Day of AWE

Two days down and there’s still so much to look forward to from AWE. The expo floor is still open tomorrow. There are no more keynotes, but that just means that there’s more time for panel discussions and insightful conversations. And don’t think we forgot about the Auggies. While most of the Auggies were awarded last evening, there are still three to be awarded.

AWE USA 2023 Day Two: More Keynotes, More Panels, and the Open Expo Floor Read More »

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AWE USA 2023 Day One: XR, AI, Metaverse, and More

AWE USA 2023 saw a blossoming industry defending itself from negative press and a perceived rivalry with other emerging technologies. Fortunately, Day One also brought big announcements, great discussions, and a little help from AI itself.

Ori Inbar’s Welcome Address

Historically, AWE has started with an address from founder Ori Inbar. This time, it started with an address from a hologram of Ori Inbar appearing on an ARHT display.

Ori Inbar hologram at AWE USA 2023 Day 1
Ori Inbar hologram

The hologram waxed on for a few minutes about progress in the industry and XR’s incredible journey. Then the human Ori Inbar appeared and told the audience that everything that the hologram said was written by ChatGPT.

While (the real) Inbar quipped that he uses artificial intelligence to show him how not to talk, he addressed recent media claims that AI is taking attention and funding away from XR. He has a different view.

it’s ON !!!

Ori Inbar just started his opening key note at #AWE2023

Holo-Ori was here thanks to our friends from @arht_tech.@como pic.twitter.com/Do23hjIkST

— AWE (@ARealityEvent) May 31, 2023

“We industry insiders know this is not exactly true … AI is a good thing for XR. AI accelerates XR,” said Inbar. “XR is the interface for AI … our interactions [with AI] will become a lot less about text and prompts and a lot more about spatial context.”

“Metaverse, Shmetaverse” Returns With a Very Special Guest

Inbar has always been bullish on XR. He has been skeptical of the metaverse.

At the end of his welcome address last year, Inbar praised himself for not saying “the M word” a single time. The year before that, he opened the conference with a joke game show called “Metaverse, Shmetaverse.” Attendees this year were curious to see Inbar share the stage with a special guest: Neal Stephenson.

Neal Stephenson at AWE USA 2023 Day 1
Neal Stephenson

Stephenson’s 1992 book, Snow Crash, introduced the world to the word “metaverse” – though Stephenson said that he wasn’t the first one to imagine the concept. He also addressed the common concern that the term for shared virtual spaces came from a dystopian novel.

“The metaverse described in Snow Crash was my best guess about what spatial computing as a mass medium might look like,” said Stephenson. “The metaverse itself is neither dystopian nor utopian.”

Stephenson then commented that the last five years or so have seen the emergence of the core technologies necessary to create the metaverse, though it still suffers from a lack of compelling content. That’s something that his company, Lamina1, hopes to address through a blockchain-based system for rewarding creators.

“There have to be experiences in the metaverse that are worth having,” said Stephenson. “For me, there’s a kind of glaring and frustrating lack of support for the people who make those experiences.”

AWE 2023 Keynotes and Follow-Ups

Both Day One and Day Two of AWE start out with blocks of keynotes on the main stage. On Day One, following Inbar’s welcome address and conversation with Stephenson, we heard from Qualcomm and XREAL (formerly Nreal). Both talks kicked off themes that would be taken up in other sessions throughout the day.

Qualcomm

From the main stage, Qualcomm Vice President and General Manager of XR, Hugo Swart, presented “Accelerating the XR Ecosystem: The Future Is Open.” He commented on the challenge of developing AR headsets, but mentioned the half-dozen or so Qualcomm-enabled headsets released in the last year, including the Lenovo ThinkReality VRX announced Tuesday.

Hugo Swart Qualcomm at AWE USA 2023 Day 1
Hugo Swart

Swart was joined on the stage by OPPO Director of XR Technology, Yi Xu, who announced a new Qualcomm-powered MR headset that would become available as a developer edition in the second half of this year.

As exciting as those announcements were, it was a software announcement that really made a stir. It’s a new Snapdragon Spaces tool called “Dual Render Fusion.”

“We have been working very hard to reimagine smartphone XR when used with AR glasses,” said Swart. “The idea is that mobile developers designing apps for 2D expand those apps to world-scale apps without any knowledge of XR.”

Keeping the Conversation Going

Another talk, “XR’s Inflection Point” presented by Qualcomm Director of Product Management Steve Lukas, provided a deeper dive into Dual Render Fusion. The tool allows an experience to use a mobile phone camera and a headworn device’s camera simultaneously. Existing app development tools hadn’t allowed this because (until now) it didn’t make sense.

Steve Lukas at AWE 2023 Day 1
Steve Lukas

“To increase XR’s adoption curve, we must first flatten its learning curve, and that’s what Qualcomm just did,” said Lukas. “We’re not ready to give up on mobile phones so why don’t we stop talking about how to replace them and start talking about how to leverage them?”

A panel discussion, “Creating a New Reality With Snapdragon Today” moderated by Qualcomm Senior Director of Product Management XR Said Bakadir, brought together Xu, Lenovo General Manager of XR and Metaverse Vishal Shah, and DigiLens Vice President of Sales and Marketing Brian Hamilton. They largely addressed the need to rethink AR content and delivery.

Vishal Shah, Brian Hamilton, Yi Xu, and Said Bakadir at AWE USA 2023 Day 1
From left to right: Vishal Shah, Brian Hamilton, Yi Xu, and Said Bakadir

“When I talk to the developers, they say, ‘Well there’s no hardware.’ When I talk to the hardware guys, they say, ‘There’s no content.’ And we’re kind of stuck in that space,” said Bakadir.

Hamilton and Shah both said, in their own words, that Qualcomm is creating “an all-in-one platform” and “an end-to-end solution” that solves the content/delivery dilemma that Bakadir opened with.

XREAL

In case you blinked and missed it, Nreal is now XREAL. According to a release shared with ARPost, the name change had to do with “disputes regarding the Nreal mark” (probably how similar it was to “Unreal”). But, “the disputes were solved amicably.”

Chi Xu XREAL AWE 2023
Chi Xu

The only change is the name – the hardware and software are still the hardware and software that we know and love. So, when CEO Chi Xu took the stage to present “Unleashing the Potential of Consumer AR” he just focused on progress.

From one angle, that progress looks like a version of XREAL’s AR operating system for Steam Deck, which Xu said is “coming soon.” From another angle, it looked like the partnership with Sightful which recently resulted in “Spacetop” – the world’s first AR laptop.

XREAL also announced Beam, a controller and compute box that can connect wirelessly or via hard connection to XREAL glasses specifically for streaming media. Beam also allows comfort and usability settings for the virtual screen that aren’t currently supported by the company’s current console and app integrations. Xu called it “the best TV innovation since TV.”

AI and XR

A number of panels and talks also picked up on Inbar’s theme of AI and XR. And they all (as far as I saw) unanimously agreed with Inbar’s assessment that there is no actual competition between the two technologies.

The most in-depth discussion on the topic was “The Intersection of AI and XR” a panel discussion between XR ethicist Kent Bye, Lamina1 CPO Tony Parisi, HTC Global VP of Corporate Development Alvin Graylin, and moderated by WXR Fund Managing Partner Amy LaMeyer.

Amy LaMeyer, Tony Parisi, Alvin Graylin, Kent Bye AWE 2023 Day 1
From left to right: Amy LaMeyer, Tony Parisi, Alvin Graylin, Kent Bye

“There’s this myth that AI is here so now XR’s dead, but it’s the complete opposite,” said Graylin. Graylin pointed out that most forms of tracking and input as well as approaches to scene understanding are all driven by AI. “AI has been part of XR for a long time.”

While they all agreed that AI is a part of XR, the group disagreed on the extent to which AI could take over content creation.

“A lot of people think AI is the solution to all of their content creation and authoring needs in XR, but that’s not the whole equation,” said Parisi.

Graylin countered that AI will increasingly be able to replace human developers. Bye in particular was vocal that we should be reluctant and suspicious of handing over too much creative power to AI in the first place.

“The differentiating factor is going to be storytelling,” said Bye. “I’m seeing a lot of XR theater that has live actors doing things that AI could never do.”

Web3, WebXR, and the Metaverse

The conversation is still continuing regarding the relationship between the metaverse and Web3. With both the metaverse and Web3 focusing on the ideas of openness and interoperability, WebXR has become a common ground between the two. WebXR is also the most accessible from a hardware perspective.

“VR headsets will remain a niche tech like game consoles: some people will have them and use them and swear by them and won’t be able to live without them, but not everyone will have one,” Nokia Head of Trends and Innovation Scouting, Leslie Shannon, said in her talk “What Problem Does the Metaverse Solve?”

Leslie Shannon AWE 2023 Day 1
Leslie Shannon

“The majority of metaverse experiences are happening on mobile phones,” said Shannon. “Presence is more important than immersion.”

Wonderland Engine CEO Jonathan Hale asked “Will WebXR Replace Native XR” with The Fitness Resort COO Lydia Berry. Berry commented that the availability of WebXR across devices helps developers make their content accessible as well as discoverable.

Lydia Berry and Jonathan Hale AWE 2023 Day 1
Lydia Berry and Jonathan Hale

“The adoption challenges around glasses are there. We’re still in the really early adoption phase,” said Berry. “We need as many headsets out there as possible.”

Hale also added that WebXR is being taken more seriously as a delivery method by hardware manufacturers who were previously mainly interested in pursuing native apps.

“More and more interest is coming from hardware manufacturers every day,” said Hale. “We just announced that we’re working with Qualcomm to bring Wonderland Engine to Snapdragon Spaces.”

Keep Coming Back

AWE Day One was a riot but there’s a lot more where that came from. Day Two kicks off with keynotes by Magic Leap and Niantic, there are more talks, more panels, more AI, and the Expo Floor opens up for demos. We’ll see you tomorrow.

AWE USA 2023 Day One: XR, AI, Metaverse, and More Read More »

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DigiLens Expands Ecosystem With Hardware, Software Announcements

DigiLens may not be on every XR user’s mind, but we all owe them a lot. The optical components manufacturer only recently released its first branded wearable, but the organization makes parts for a number of XR companies and products. That’s why it’s so exciting that the company announced a wave of new processes and partnerships over the last few weeks.

SRG+

“Surface Relief Gratings” is one complicated process within the production of the complicated system that is a waveguide – the optical component that put DigiLens on the map. The short of it is that waveguides are the translucent screen on which a feed is cast by an accompanying “light engine” in this particular approach to AR displays.

DigiLens doesn’t make light engines, but the methods that they use to produce lenses can reduce “eye glow” – which is essentially wasted light. The company’s new “SRG+” waveguide process achieves these ends at a lower cost, while also increasing the aspect ratio for an improved field of view on a lighter lens that can be produced more efficiently at a larger scale.

DigiLens announces SRG+

Lens benefits aside, this process improvement also allows for a more efficient light engine. A more efficient light engine translates to less energy consumption and a smaller form factor for the complete device. All of those are good selling points for a head-worn display. Many of those benefits are also true for Micro OLED lenses, a different approach to AR displays.

“I am excited about Digilens’ recent SRG+ developments, which provide a new, low-cost replication technology satisfying such drastic nanostructure requirements,” Dr. Bernard Kress, President of SPIE, the international society for optics and photonics, said in a release. “The AR waveguides field is the tip of the iceberg.”

A New Partner in Mojo Vision

The first major partner to take advantage of this new process is Mojo Vision, a Micro-LED manufacturer that became famous in the industry for pursuing AR contact lenses. While that product has yet to materialize, its pursuit has resulted in Mojo Vision holding records for large displays on small tech. And, it can get even larger and lighter thanks to SRG+.

“Bringing our technologies together will raise the bar on display performance, and efficiency in the AR/XR industry,” Mojo Vision CEO Nikhil Balram said in a release shared with ARPost. “Partnering with DigiLens brings AR glasses closer to mass-scale consumer electronics.”

This partnership may also help to solve another one of AR’s persistent challenges: the sunny problem. AR glasses to date are almost always tinted. That’s because, to see AR elements in high ambient light conditions, the display either needs to be exceptionally bright or artificially darkened. Instead of cranking up the brightness, manufacturers opt for tinted lenses.

“The total form factor of the AR glasses can finally be small and light enough for consumers to wear for long periods of time and bright enough to allow them to see the superimposed digital information — even on a sunny day — without needing to darken the lenses,” DigiLens CEO Chris Pickett said in the release.

ARGO Is DigiLens’ Golden Fleece

After years of working backstage for device manufacturers, DigiLens announced ARGO at the beginning of this year, calling it “the first purpose-built stand-alone AR/XR device designed for enterprise and industrial-lite workers.” The glasses use the company’s in-house waveguides and a custom-built Android-based operating system running on Qualcomm’s Snapdragon XR2 chip.

DigiLens ARGO glasses

“This is a big milestone for DigiLens at a very high level. We have always been a component manufacturer,” DigiLens VP and GM of Product, Nima Shams told ARPost at the time. “At the same time, we want to push the market and meet the market and it seems like the market is kind of open and waiting.”

More Opportunities With Qualcomm

Close followers of Qualcomm’s XR operations may recall that the company often saves major news around its XR developer platform Snapdragon Spaces for AWE. The platform launched at AWE in 2021 and became available to the public at AWE last year. This year, among other announcements, Qualcomm announced Spaces compatibility with ARGO.

“We are excited to support the democratization of the XR industry by offering Snapdragon Spaces through DigiLens’ leading all-in-one AR headset,” Qualcomm Senior Director of Product Management XR, Said Bakadir, said in a release shared with ARPost.

“DigiLens’ high-transparency and sunlight-readable optics combined with the universe of leading XR application developers from Snapdragon Spaces are critical in supporting the needs of the expanding enterprise and industrial markets,” said Bakadir.

Snapdragon Spaces bundles developer tools including hand and position tracking, scene understanding and persistent anchors, spatial mapping, and plane detection. So, while we’re likely to see more partnerships with more existing applications, this strengthened relationship with Qualcomm could mean more native apps on ARGO.

Getting Rugged With Taqtile

“Industrial-lite” might be getting a bit heavier as DigiLens partners with Taqtile on a “rugged AR-enabled solution for industrial and defense customers” – presumably a more durable version of the original ARGO running Manifest, Taqtile’s flagship enterprise AR solution. Taqtile recently released a free version of Manifest to make its capabilities more available to potential clients.

“ARGO represents just the type of head-mounted, hands-free device that Manifest customers have been looking for,” Taqtile CTO John Tomizuka said in a release. “We continue to evaluate hardware solutions that will meet the unique needs of our deskless workers, and the combination of Manifest and ARGO has the ability to deliver performance and functionality.”

Getting Smart With Wisear

Wisear is a neural interface company that uses “smart earphones” to allow users to control connected devices with their thoughts rather than with touch, gesture, or even voice controls.

For the average consumer, that might just be really cool. For consumers with neurological disorders, that might be a new way to connect to the world. For enterprise, it solves another problem.

wisear smart earphones

Headworn devices mean frontline workers aren’t holding the device, but if they need their hands to interact with it, that still means taking their hands off of the job. Voice controls get around this but some environments and circumstances make voice controls inconvenient or difficult to use. Neural inputs solve those problems too. And Wisear is bringing those solutions to ARGO.

“DigiLens and Wisear share a common vision of using cutting-edge technology to revolutionize the way frontline workers work,” Pickett said in a release shared with ARPost. “Our ARGO smart glasses, coupled with Wisear’s neural interface-powered earphones, will provide frontline workers with the tools they need to work seamlessly and safely.”

More Tracking Options With Ultraleap

Ultraleap is another components manufacturer. They make input accessories like tracking cameras, controllers, and haptics. A brief shared with ARPost only mentions “a groundbreaking partnership” between the companies “offering a truly immersive and user-friendly experience across diverse applications, from gaming and education to industrial training and healthcare.”

That sounds a lot like it hints at more wide availability for ARGO, but don’t get your hopes up yet. This is the announcement about which we know the least. Most of this article has come together from releases shared with ARPost in advance of AWE, which is happening now. So, watch our AWE coverage articles as they come out for more concrete information.

So Much More to Come

Announcements from component manufacturers can be tantalizing. We know that they have huge ramifications for the whole industry, but we know that those ramifications aren’t immediate. We’re closely watching DigiLens and its partners to see when some of these announcements might bear tangible fruit but keep in mind that this company also has its own full model out now.

DigiLens Expands Ecosystem With Hardware, Software Announcements Read More »

valo-motion-celebrates-rpm-raceway’s-valoarena-success-and-“stomp-squad”-launch

Valo Motion Celebrates RPM Raceway’s ValoArena Success and “Stomp Squad” Launch

Finnish game company Valo Motion is rousing the immersive reality industry with two exciting updates. With the remarkable success of RPM Raceway’s ValoArena installations and the introduction of Stomp Squad on ValoJump, Valo Motion is solidifying its position in physically active and fun immersive experiences space.

Let’s dive into these developments and explore the impact they have on the world of interactive entertainment.

RPM Raceway: A ValoArena Success Story

RPM Raceway, a New York-based Family Entertainment Center chaink, has taken their immersive attractions to new heights with mixed reality playground ValoArena. After experiencing “tremendous” success with the first installation at their Long Island location, RPM Raceway has decided to invest in a second ValoArena for their Stamford, CT venue.

Valo Motion ValoArena RPM Raceway

According to Valo Motion, ValoArena has quickly become RPM Raceway’s top attraction, surpassing other VR experiences and even top-tier arcade machines. Players are transported into a realm where their actions and movements become an integral part of the exhilarating gameplay, providing an immersive experience that defies conventional boundaries.

This unattended 6-player mixed reality playground has proven to be a revenue-generating powerhouse, combining physical activity with social gameplay and exciting ROI potential. The success of ValoArena further cements Valo Motion’s commitment to providing physically active and engaging experiences in the FEC industry.

“What’s so impressive about ValoArena is that it generates more than enough revenue to substantiate its large footprint,” said Chris Kimlingen, RPM Operations Manager, in a press release shared with ARPost. “The numbers don’t lie, investing in a second ValoArena was really a no-brainer.”

As RPM Raceway forges ahead in their commitment to deliver unparalleled entertainment experiences, their partnership with Valo Motion continues to thrive, driving the industry forward and fueling the imagination of players seeking extraordinary adventures.

“Stomp Squad”: A Cooperative Trampoline Adventure

Last week Valo Motion unveiled Stomp Squad, an innovative game set in the captivating universe of Super Stomp, one of their most popular ValoJump experiences. In this futuristic world, players must join forces to protect Stomp Lake City from the notorious MegaFrog, a villain with nefarious intentions to destroy the city because of its advanced technology. The players are in for an adrenaline rush as they leap into action and stomp on evil robots.

“Valo Motion is incredibly excited to debut Stomp Squad,” noted Raine Kajastila, Founder and CEO of Valo Motion. “We’re committed to delivering unforgettable experiences that combine physical activity and cutting-edge technology; Stomp Squad does that while also encouraging teamwork. We can’t wait for guests to try it.”

Valo Motion ValoJump Stomp Squad game

Like other Valo experiences, Stomp Squad is an immersive cooperative game that combines physical activity, fun socialization, and virtual environments. Seamlessly integrating augmented reality and motion tracking, the Stomp Squad experience transcends traditional gaming, providing an opportunity for players to embrace their inner heroes and embark on an unforgettable trampoline adventure. Aside from having fun, players also cultivate skills such as spatial awareness, precise jumping, and teamwork.

Valo Motion: Committed to Continued Innovation That Redefines Gaming and Entertainment

These latest developments from Valo Motion add to their impressive portfolio of immersive entertainment. From the intergalactic adventure of Astro Blade to the thrilling heist in Operation Money Grab, the company has consistently pushed the boundaries of mixed reality gaming. Since the official launch of the ValoArena in the United States, Valo Motion has been capturing the attention of both operators and players seeking unique and thrilling experiences.

Valo Motion is certainly redefining the future of gaming and entertainment. The recently celebrated sale of their 1000th AR gaming system indicates the growing demand for their immersive products. Through their commitment to advanced technology, Valo Motion is transforming the landscape of interactive experiences, captivating audiences and attracting visitors to FECs worldwide.

Valo Motion Celebrates RPM Raceway’s ValoArena Success and “Stomp Squad” Launch Read More »

strivr-enhances-immersive-learning-with-generative-ai,-equips-vr-training-platform-with-mental-health-and-well-being-experiences

Strivr Enhances Immersive Learning With Generative AI, Equips VR Training Platform With Mental Health and Well-Being Experiences

Strivr, a virtual reality training solutions startup, was founded as a VR training platform for professional sports leagues such as the NBA, NHL, and NFL. Today, Strivr has made its way to the job training scene with an innovative approach to employee training, leveraging generative AI (GenAI) to transform learning experiences.

More Companies Lean Toward Immersive Learning

Today’s business landscape is rapidly evolving. As such, Fortune 500 companies and other businesses in the corporate sector are starting to turn to more innovative employee training and development solutions. To serve the changing demands of top companies, Strivr has secured $16 million in funding back in 2018 to expand its VR training platform.

Research shows that learning through VR environments can significantly enhance knowledge retention, making it a groundbreaking development in employee training.

Unlike traditional training methods, a VR training platform immerses employees in lifelike scenarios, providing unparalleled engagement and experiential learning. However, this technology isn’t a new concept at all. Companies have been incorporating VR into their training solutions for several years, but we’ve only recently seen more industries adopting this technology rapidly.

The Impact of Generative AI on VR Training Platforms

Walmart, the largest retailer in the world, partnered with Strivr to bring VR to their training facilities. Employees can now practice in virtual sales floors repeatedly until they perfect their skills. In 2019, nearly 1.4 million Walmart associates have undergone VR training to prepare for the holiday rush, placing them in a simulated, chaotic Black Friday scenario.

As a result, associates reported a 30% increase in employee satisfaction, 70% higher test scores, and 10 to 15% higher knowledge retention rates. Because of the VR training’s success, Walmart expanded the VR training program to all their stores nationwide.

Derek Belch, founder and CEO at Strivr, states that the demand for the faster development of high-quality and scalable VR experiences that generate impactful results is “at an all-time high.”

VR training platofrm Strivr

As Strivr’s customers are among the most prominent companies globally, they are directly experiencing the impact of immersive learning on employee engagement, retention, and performance. “They want more, and we’re listening,” said Belch in a press release shared with ARPost.

So, to enhance its VR training platform, Strivr embraces generative AI to develop storylines, boost animation and asset creation, and optimize visual and content-driven features.

GenAI will also aid HR and L&D leaders in critical decision-making by deriving insights from immersive user data.

Strivr’s VR Training Platform Addresses Employee Mental Health

Strivr has partnered with Reulay and Healium in hosting its first in-headset mental health and well-being applications on the VR training platform. This will allow their customers to incorporate mental health “breaks” into their training curricula and address the rising levels of employee burnout, depression, and anxiety.

Belch has announced that Strivr also partnered with one of the world’s leading financial institutions to make meditation activities available in their workplace.

Meditation is indeed helpful for employees; the Journal of the American Medical Association recently published a study that showed that meditation can help reduce anxiety as effectively as drug therapies. Mindfulness practices, on the other hand, have been demonstrated to increase employee productivity, focus, and collaboration.

How VR Transforms Professional Training

With Strivr’s VR Training platform offering enhanced experiential learning and mental well-being, one might wonder how VR technology will influence employee training moving forward.

Belch describes Strivr’s VR training platform as a “beautifully free space” to practice. Employees can develop or improve their skills in a realistic scenario that simulates actual workplace challenges in a way that typical workshops and classrooms cannot. Moreover, training employees through VR platform cuts travel costs associated with conventional training facilities.

VR training platform Strivr

VR training platforms also contribute to a more inclusive and diverse workplace. Employees belonging to minority groups can rehearse and tailor their behaviors in simulated scenarios where a superior or customer is prejudiced toward them, for instance. When these situations are addressed during training, companies can protect their employees from these challenges and prepare them.

What’s Next for VR Training Platforms?

According to Belch, Strivr’s enhanced VR training platform is only the beginning of how VR will continue to impact the employee experience.

So far, VR training platforms have been improving employee onboarding, knowledge retention, and performance. They allow employees to practice and acquire critical skills in a safe, virtual environment, helping them gain more confidence and efficiency while training. Additionally, diversity and inclusion are promoted, thanks to VR’s ability to simulate scenarios where employees can tailor their behaviors during difficult situations.

And, of course, VR training has rightfully gained recognition for helping teach retail workers essential customer service skills. By interacting with virtual customers in a life-like environment, Walmart’s employees have significantly boosted their skills, and the mega-retailer has implemented an immersive training solution to all of its nearly 4,700 stores all over America.

In 2022, Accenture invested in Strivr and Talespin to revolutionize immersive learning and enterprise VR. This is a good sign of confidence in the industry and its massive potential for growth.

As we keep an eye on the latest scoop about VR technology, we can expect more groundbreaking developments in the industry and for VR platforms to increase their presence in the employee training realm.

Strivr Enhances Immersive Learning With Generative AI, Equips VR Training Platform With Mental Health and Well-Being Experiences Read More »

immersive-technology-for-the-american-workforce-act:-legislation-that-aims-to-provide-equitable-access-to-xr-tech

Immersive Technology for the American Workforce Act: Legislation That Aims to Provide Equitable Access to XR Tech

The Immersive Technology for the American Workforce Act of 2023 was drafted by Rep. Lisa Blunt Rochester (D-DE) and Rep. Tim Walberg (R-MI) with the support of organizations like the XR Association (XRA), Talespin, Unity, Association for Career and Technical Education, Transfr, and HTC VIVE, among others.

“Emerging technologies, such as XR, can help meet people where they are and expand access to cutting-edge technology and training resources,” remarked XRA CEO Elizabeth Hyman in a press release shared with ARPost. “Rep. Lisa Blunt Rochester’s and Rep. Tim Walberg’s bill recognizes the importance of equitable access to skills training and workforce development programs and the key role immersive technology plays in delivering better outcomes.”

What Is the Immersive Technology for the American Workforce Act of 2023?

One advantage of incorporating immersive technologies for workforce training is that these are cost-effective and safer. They can also provide expanded training to underserved communities, as well as to workers with disabilities.

The Immersive Technology for the American Workforce Act aims to create a five-year program that provides support to various institutions, allowing them to utilize immersive technologies in their educational and training programs.

Furthermore, it aims to promote the development of inclusive technology while prioritizing underserved communities, such as rural areas and areas of substantial unemployment. It seeks to foster partnerships between private and public entities to address skills gaps, meet the needs of the workforce, and assist individuals who are facing barriers to employment.

“We’re excited to be able to work with Rep. Blunt Rochester, a member of Congress who cares deeply about ensuring underserved populations are able to tap into next-generation technology and skills training,” said XRA Senior Vice President of Public Policy Joan O’Hara.

There’s almost a quarter of Americans living in rural communities who are facing unique workforce challenges. Moreover, the US Bureau of Labor Statistics reported that, at the start of 2023, the country had 10.5 million unfilled jobs. The bill seeks to fill these gaps by enabling Americans from underserved communities and various backgrounds to have access to effective and high-quality training programs.

“XR technologies can dramatically change the way America’s workforce is recruited, trained, skilled, and upskilled. Scalable solutions are necessary to meet the diverse needs of today’s undiscovered talent to meet the needs of our complex workforce,” said Transfr CEO Bharanidharan Rajakumar.

How Will the Legislation Impact the Future of Work?

The Immersive Technology for the American Workforce Act follows the footsteps of “recent legislative successes”, such as the Access to Digital Therapeutics Act of 2023, which effectively extends “coverage for prescription digital therapeutics”. It aims to provide support, in the form of grants, to community colleges and career and technical education centers.

The grants will allow them to leverage XR technology for purposes such as workforce development and skills training. Furthermore, Immersive Technology for the American Workforce Act will enable such organizations and facilities to utilize XR technology to enhance their training, which, in turn, can help address the speed with which American companies meet workforce needs.

Immersive Technology for the American Workforce Act: Legislation That Aims to Provide Equitable Access to XR Tech Read More »

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A Very Interesting VR/AR Association Enterprise & Training Forum

The VR/AR Association held a VR Enterprise and Training Forum yesterday, May 24. The one-day event hosted on the Hopin remote conference platform, brought together a number of industry experts to discuss the business applications of a number of XR techniques and topics including digital twins, virtual humans, and generative AI.

The VR/AR Association Gives Enterprise the Mic

The VR/AR Association hosted the event, though non-members were welcome to attend. In addition to keynotes, talks, and panel discussions, the event included opportunities for networking with other remote attendees.

“Our community is at the heart of what we do: we spark innovation and we start trends,” said VR/AR Association Enterprise Committee Co-Chair, Cindy Mallory, during a welcome session.

While there were some bonafide “technologists” in the panels, most speakers were people using the technology in industry themselves. While hearing from “the usual suspects” is nice, VR/AR Association fora are rare opportunities for industry professionals to hear from one another on how they approach problems and solutions in a rapidly changing workplace.

“I feel like there are no wrong answers,” VR/AR Association Training Committee Co-Chair,Bobby Carlton,said during the welcome session. “We’re all explorers asking where these tools fit in and how they apply.”

The Convergence

One of the reasons that the workplace is changing so rapidly has to do with not only the pace with which technologies are changing, but with the pace with which they are becoming reliant on one another. This is a trend that a number of commentators have labeled “the convergence.”

“When we talk about the convergence, we’re talking about XR but we’re also talking about computer vision and AI,” CGS Inc President of Enterprise Learning and XR, Doug Stephen, said in the keynote that opened the event, “How Integrated XR Is Creating a Connected Workplace and Driving Digital Transformation.”

CGS Australia Head, Adam Shah, was also a speaker. Together the pair discussed how using XR with advanced IT strategies, AI, and other emerging technologies creates opportunities as well as confusion for enterprise. Both commented that companies can only seize the opportunities provided by these emerging technologies through ongoing education.

“When you put all of these technologies together, it becomes harder for companies to get started on this journey,” said Shah. “Learning is the goal at the end of the day, so we ask ‘What learning outcomes do you want to achieve?’ and we work backwards from there.”

The convergence isn’t only changing how business is done, it’s changing who’s doing what. That was much of the topic of the panel discussion “What Problem Are You Trying to Solve For Your Customer? How Can Generative AI and XR Help Solve It? Faster, Cheaper, Better!”

“Things are becoming more dialectical between producers and consumers, or that line is melting where consumers can create whatever they want,” said Virtual World Society Executive Director Angelina Dayton. “We exist as both creators and as consumers … We see that more and more now.”

“The Journey” of Emerging Technology

The figure of “the journey” was also used by Overlay founder and CEO, Christopher Morace, in his keynote “Asset Vision – Using AI Models and VR to get more out of Digital Twins.” Morace stressed that we have to talk about the journey because a number of the benefits that the average user wants from these emerging technologies still aren’t practical or possible.

“The interesting thing about our space is that we see this amazing future and all of these visionaries want to start at the end,” said Morace. “How do we take people along on this journey to get to where we all want to be while still making the most out of the technology that we have today?”

Morace specifically cited ads by Meta showing software that barely exists running on hardware that’s still a few years away (though other XR companies have been guilty of this as well). The good news is that extremely practical XR technologies do exist today, including for enterprise – we just need to accept that they’re on mobile devices and tablets right now.

Digital Twins and Virtual Humans

We might first think of digital twins of places or objects – and that’s how Morace was speaking of them. However, there are also digital twins of people. Claire Hedgespeth, Head of Production and Marketing at Avatar Dimension, addressed its opportunities and obstacles in her talk, “Business of Virtual Humans.”

“The biggest obstacle for most people is the cost. … Right now, 2D videos are deemed sufficient for most outlets but I do feel that we’re missing an opportunity,” said Hedgespeth. “The potential for using virtual humans is only as limited as your imagination.”

The language of digital twins was also used on a global scale by AR Mavericks founder and CEO, William Wallace, in his talk “Augmented Reality and the Built World.” Wallace presented a combination of AR, advanced networks, and virtual positioning coming together to create an application layer he calls “The Tagisphere.”

“We can figure out where a person is so we can match them to the assets that are near them,” said Wallace. “It’s like a 3D model that you can access on your desktop, but we can bring it into the real world.”

It may sound a lot like the metaverse to some, but that word is out of fashion at the moment.

And the Destination Is … The Metaverse?

“We rarely use the M-word. We’re really not using it at all right now,” Qualcomm’s XR Senior Director, Martin Herdina, said in his talk “Spaces Enabling the Next Generation of Enterprise MR Experiences.”

Herdina put extra emphasis on computing advancements like cloud computing over the usual discussions of visual experience and form factor in his discussion of immersive technology. He also presented modern AR as a stepping stone to a largely MR future for enterprise.

“We see MR being a total game changer,” said Herdina. “Companies who have developed AR, who have tested those waters and built experience in that space, they will be first in line to succeed.”

VR/AR Association Co-Chair, Mark Gröb, expressed similar sentiments regarding “the M-word” in his VRARA Enterprise Committee Summary, which closed out the event.

“Enterprise VR had a reality check,” said Gröb. “The metaverse really was a false start. The hype redirected to AI-generated tools may or may not be a bad thing.”

Gröb further commented that people in the business of immersive technology specifically may be better able to get back to business with some of that outside attention drawn toward other things.

“Now we’re focusing on the more important thing, which was XR training,” said Gröb. “All of the business cases that we talked about today, it’s about consistent training.”

Business as Usual in the VR/AR Association

There has been a lot of discussion recently regarding “the death of the metaverse” – a topic which, arguably, hadn’t yet been born in the first place. Whether it was always just a gas and the extent to which that gas has been entirely replaced by AI is yet to be seen.

While there were people talking about “the enterprise metaverse” – particularly referring to things like remote collaboration solutions – the metaverse is arguably more of a social technology anyway. While enterprise does enterprise, someone else will build the metaverse (or whatever we end up calling it) – and they’ll probably come from within the VR/AR Association as well.

A Very Interesting VR/AR Association Enterprise & Training Forum Read More »

a-guided-demo-of-nanome-came-with-a-free-chemistry-lesson-from-founders

A Guided Demo of Nanome Came With a Free Chemistry Lesson From Founders

Before my life as a technology journalist, I worked in a university’s biomedical engineering research lab. Every now and then, in my current career, I encounter something that I wish had been around 10 years ago. Nanome, an app for spatially visualizing molecules in MR and VR, is exactly such an experience.

Meet Nanome

Nanome is a visualization and collaboration platform available on all major VR headsets. It’s partially funded by Meta, but founders got in with Oculus co-founder Michael Antonov long before Facebook bought the company (and subsequently changed the name of both companies to “Meta”).

“Because we were part of Oculus for Business as an ISV [Independent Software Vendor], our relationship has deepened and we have co-authored multiple case studies together, including for Nimbus and Novartis,” Nanome co-founder and CEO Steve McCloskey told ARPost.

Nanome VR app Set of plugins

Nanome was a launch title on the Quest Pro, but it is also available on Viveport and Steam. The platform runs in VR on most headsets, but also makes full use of the full-color passthrough on the Quest Pro. The company is looking at the emerging AR glasses hardware market, but still needs controllers for the time being.

“Current hand tracking technology does not meet the needs that 6DoF controllers can provide, which consumer AR glasses don’t,” said McCloskey. “Additionally, the limited FOV makes it challenging to get a closer view of molecules in the context of a protein binding pocket which is essential for many of our users.”

If you don’t know what a “protein binding pocket” is, don’t feel like Nanome is too advanced for you. Just like chemistry in general, you can start wherever you are and go from there. You can also watch educational videos on chemistry’s big ideas directly within Nanome.

“Every user has unique needs and workflows, and we aim to provide a tool that can adapt to those needs, rather than forcing users to adapt their workflows to our tool,” said McCloskey. “This is why we continually work to improve and expand our features, to provide an ever-more intuitive, collaborative, and integrative experience for our users.”

Subscription Options

Nanome comes in a free version for personal use, as well as academic, research, and enterprise subscription tiers. Virtually all of the platform’s major functionalities work in the free version, though the academic subscription allows meeting in private rooms and saving workspaces. The benefits of the remaining tiers come largely from hosting and server options.

Insights From the In-App Demo

I met with McCloskey and fellow co-founder Sam Hessenauer within a free trial of the platform’s academic version. Creating an account is fast and easy, and automatically uses your Meta avatar, though you can join with a number of default avatars if you’re using a borrowed or communal headset.

Start Building Molecules – Even Impossible Ones

The virtual space is initially empty, inviting users to start building their own molecules from scratch, using common building blocks already in the app, or bringing in completed structures. The app supports a number of commonly used visualization tools, so work started on conventional software can be brought directly into VR.

Nanome VR app - periodic table

Molecules have specific shapes – something about the constituent atoms attracting and repelling each other – I’m pretty sure that my university chemistry textbook has a whole section on figuring out bond angles based on valence electrons. The point is, the app does that for you. And, when you create a molecule that couldn’t possibly exist, the app lets you know.

So, if you want to play comic book super genius and create fantastic chemical structures, you can! And the app will let you know which parts of the molecule break the laws of physics, and which laws they break. You can also view the models in several color-coded visualization methods.

“Because we’re on the VR app store and the basic version of the software can replace Intro-to-Chem ball and stick models, we’re very popular among universities and libraries as the go-to chemistry app in XR,” said McCloskey. “You never run out of chemistry kit parts in XR!”

Building new chemical structures in the app is huge. While you certainly can use Nanome to practice and learn chemistry within its established boundaries, there are people using the platform to design new chemicals, like groundbreaking prescription medications. In fact, early feedback from Novartis went into the first widely available iteration of the platform.

“For other major biopharma companies, we meet scientists and IT folks at various industry conferences,” said McCloskey. “We have landed some deals from scientists who bought a Quest for the holidays and wanted to use Nanome at their workplace.”

Everyone Gather Around the Giant Protein

Visualizing chemicals isn’t only important when designing new ones. One giant model that McCloskey, Hessenauer, and I viewed within the space was a large protein. At that massive scale, something that was just an idea before suddenly seemed tangible and understandable –  a solid thing with its own charitable topography waiting to be explored.

Jon Nanome VR app demo

Prion proteins in the brain can fold incorrectly, leading to neurological disorders like dementia. I remember my middle school science teacher trying to communicate that by scribbling on the chalkboard, but how exactly a protein could be foldable never really made sense to me. Seeing that giant protein in VR, that fifteen-year-old lesson came back and clicked instantly.

McCloskey and Hessenauer were able to point out caves in the giant protein where part of another chemical – like a medication designed by one of the companies using the app – could fit into the protein and bind to it. I usually do demos like this to learn about XR, but this time I felt like I got a lesson in chemistry with XR in the margins – which is how it’s supposed to feel.

“As a design tool, we aim for Nanome to be as intuitive as possible. This is where XR and the user interface come into play,” said McCloskey. “We want our users to focus more on their scientific explorations and less on learning how to use the tool.”

Nanome VR app

Suppose I want to go back and watch our demo again. I can. But, not just a flat recording. Nanome allows spatial recordings that viewers can walk through later. If someone pointed at a point on the model and I missed it live, I can go back and watch it in VR standing right in their shoes as I relive the moment from their viewing angle.

At Least Take a Look

If you ever even think about chemistry, there’s literally no reason not to check out the free version of the app. If you’re a student, learning institution, or researcher, the platform can grow with you. The sheer number of things that Nanome can do are honestly overwhelming at first, but helpful explainer videos and easy-to-pick-up controls make it second nature in minutes.

A Guided Demo of Nanome Came With a Free Chemistry Lesson From Founders Read More »

viture-one-xr-glasses-hit-the-market-in-style

VITURE One XR Glasses Hit the Market in Style

Have you been waiting for sleek wearable XR glasses that would look great with any outfit? Your long wait is over. VITURE, the innovative tech startup, has officially launched its highly anticipated product, the VITURE One XR Glasses.

Step into a new realm of immersive entertainment. Get ready to redefine your gaming and streaming experiences with this wearable technology. These cutting-edge XR glasses introduce a new era of immersive mobile extended reality experiences. With the ability to stream and play games anywhere–and in style, VITURE One XR Glasses redefine on-the-go entertainment.

Unleashing Limitless Experiences With VITURE One XR Glasses

Imagine a breathtaking 120-inch virtual screen projecting directly into a stylish pair of sunglasses, transporting you into an unparalleled gaming and streaming adventure. The VITURE One XR Glasses empower you to embark on captivating journeys with a level of immersion that feels truly lifelike.

The VITURE One XR Glasses immerse users into a captivating gaming or streaming experience. Weighing just 78g, these portable glasses offer a supersized virtual screen without the bulkiness of traditional VR headsets. They provide a private viewing experience, making it ideal for gaming enthusiasts or travelers who want to enjoy streams or games without disturbing others.

Paired with the VITURE One Mobile Dock, these glasses are about to revolutionize the way you engage with virtual worlds. They enable seamless connectivity with devices like the Nintendo Switch and mobile phones. With multiplayer gaming and expanded entertainment options, VITURE empowers you to share unforgettable moments with friends anytime, anywhere.

VITURE One XR glasses and Mobile Dock on a table

The retail price of VITURE One XR Glasses and Mobile Dock is $549 and $159, respectively. But you can nab them for $439 and $129 during the special promotional launch. The Dock Pack is also available at the promo launch price of $568, which is over $100 less than the expected retail price of $708.

Immersive Technology Redefined

The VITURE One XR Glasses incorporate revolutionary technology to provide an unrivaled XR experience. The magic begins with dimmable electrochromic film lenses, allowing you to customize the visual intensity according to your preferences and surroundings. These glasses also feature built-in myopia adjustments, catering to the needs of near-sighted users without compromising on the immersive experience.

Prepare to be mesmerized by the revolutionary reverse sound field audio system developed in collaboration with HARMAN. This advanced audio technology takes you on an auditory journey, surrounding you with spatial sound that breathes life into every virtual world. Combined with strong color calibration, a wide color gamut, and native 3D and 3DoF support, the VITURE One XR Glasses create an all-encompassing sensory experience like never before.

Fashion Meets Immersion

VITURE strives to create a synergy of aesthetics, comfort, and function. That’s why the VITURE One XR Glasses were designed in collaboration with LAYER, a prestigious design studio renowned worldwide. This dynamic partnership has resulted in sleek and stylish eyewear that seamlessly blends fashion with technology.

VITURE One XR glasses beige

Not only do the glasses offer an immersive experience, but they also make a bold fashion statement. These dark-tinted glasses can give your aviators a run for their money when it comes to style. They also prioritize comfort, allowing you to lose yourself in extended gaming or streaming sessions without any unease. Indeed, the VITURE One XR Glasses defy the notion that fashion and immersive experiences are mutually exclusive, proving that you can have it all.

“With portable gaming and entertainment becoming more and more prevalent, we are thrilled to bring the first stylish XR solution to the market that can handle AAA gaming and streaming on the go,” said David Jiang, co-founder and CEO of VITURE, in a press release shared with ARPost. “We’ve already received great feedback from pre-order customers and can’t wait to get VITURE One in more people’s hands to transform the way they experience entertainment.”

Pushing the Boundaries in Wearable XR

As the XR industry continues to evolve, VITURE aims to push the boundaries of what’s possible. As portable gaming and entertainment take center stage, VITURE proudly introduces a stylish XR solution that unlocks the power of AAA gaming and streaming on the go.

VITURE Next Gen AR Glasses streaming

Embark on a journey where virtual worlds come to life, enveloping your senses and unlocking a new dimension of entertainment. The VITURE One XR Glasses are here to redefine the future of gaming and streaming, setting the stage for limitless possibilities in XR wearables. Experience the revolution today and embrace a future where immersion knows no bounds.

VITURE One XR Glasses Hit the Market in Style Read More »

dreamwave:-immersive-3d-worlds-for-virtual-events

Dreamwave: Immersive 3D Worlds for Virtual Events

Virtual events are getting more exciting with the latest technological developments in virtual reality. One such product is Dreamwave, a web-based metaverse platform that provides companies, brands, and creators with a unique way to host online events.

Dreamwave boasts ready-made and custom 3D environments called “microverses” to make brand experiences stand out. The platform enables participants to experience virtual and hybrid events in a unique and exciting way. Microverse events are accessible on all types of devices with just a click, ensuring that as many audiences as possible can attend.

Microverses: Dreamwave’s Secret to Enhanced Virtual Events

Dreamwave’s microverses contribute to the growing economy of virtual events. These microverses enhance the user experience of online eventgoers. Participants can immerse themselves in the 3D environments, chat and engage with other people, and check out different forms of content from the organizer. From live video streaming, on-demand videos, photo galleries, and sponsored content, brands can display the types of media that suits their event the best.

Created in 2020 by award-winning creative technology company Active Theory, Dreamwave sets the stage for enhanced custom 3D experiences with its microverses. Currently, Dreamwave offers eight ready-made microverse templates that customers can choose from:

  • Amphitheater – mimics a theater setup where guests gather around a virtual stage;
  • Blossom – a picturesque island ideal for chilling, relaxing, and meeting new people;
  • Cube – a more futuristic interior world that features a big screen reflected on cubes;
  • Cyber – suitable for presenting videos and images in a cyberpunk setting;
  • Fantasy – an out-of-this-world island with fantastical elements;
  • Fun – guests can participate in this obstacle race course for high engagement;
  • Garden – another island setting featuring classic garden ruins;
  • Showroom – for brands who want to exhibit their products.
Dreamwave Fantasy
Dreamwave template environment Fantasy

Custom Microverses for Custom Experiences

Aside from these template microverses, customers can also avail of a custom-built 3D environment that aligns more with their own branding. For instance, Dreamwave has developed custom microverses for brands such as Xbox (The 20 Years of Xbox Museum), ESPN (Fifty/50 World), the Wall Street Journal (Iconic Mints), and the Secret Sky music festival.

Dreamwave - Iconic Mints WSJ
Wall Street Journal’s Iconic Mints

These custom projects can be tailored specifically to the client’s requirements. With Active Theory’s expertise in building immersive 3D environments with virtual reality, brands can stage almost any type of event, from product launches to concerts and conferences. They can also organize entirely virtual events or incorporate their custom microverses to complement real-world functions.

The Future of Live Virtual Events

Since the pandemic, live events have evolved to include hybrid and fully virtual events. What’s great about Dreamwave is that they aim to enhance the online experience for companies and brands that choose to have an online component for their events.

Because of this, event organizers can stop worrying about geographical restrictions. Companies can reach more audiences with online events, building their identity and brand for a global market. In fact, virtual events have been on the rise since 2020, revealing marketers’ increasing acceptance of online events as a good alternative to in-person events.

Dreamwave: Immersive 3D Worlds for Virtual Events Read More »

a-week-of-vr-meditation-with-mindway

A Week of VR Meditation With Mindway

Mindfulness can exist in the virtual world. Mindway is a VR app that promotes mindfulness – both in virtual worlds of unearthly peace and through lessons that you can carry with you when you put the headset down. I gave the app a test run by incorporating it into my own stressful work week.

A Modular Subscription-Based App

A good first place to start an app review is talking about the specs, like the size of the app and how much it costs. That’s not really how Mindway works.

First, the app is free to download from the Quest App Lab, though a number of elements of the app require a monthly or annual subscription – or you can buy the whole package once and for all for $50.

Further, the initial app download is small but individual modules within the app come as independent downloads. That might make things complicated if you’re trying to decide whether you have space for the experience, but it also means that you can really effectively pick and choose which modules you want to keep on your device.

The app doesn’t currently have a comfort rating. That might be because the individual experiences are so different. Each module explains the position in which it works best. Some encourage you to be seated, while others that deal more with mindful movement require you to be standing. Still, none of the modules that I tried made me too uncomfortable.

The app is compatible with the whole Quest product line from the original Quest to the Quest Pro, but I used my Quest 2. Controllers are required to navigate menus and carry out simple interactions in some of the practices, but there aren’t any complex controls. The thumbsticks can be used for snap turns, but there’s no movement and head-tracking is sufficient.

Mindway’s Major Components

When you first enter Mindway, you find yourself in a calm virtual environment reminiscent of a Quest Home. In front of you are three main menu items: ASMR, Mindfulness, and Sleep.

Sleep, Mindfulness, ASMR - Mindway VR app

If you turn to your right, there’s also a room where you can join public or private sessions. This is used for scheduled group events, but you can also go in alone to sit by a calming VR campfire or use an invite code to share the space with friends.

If you aren’t familiar with mindfulness, it’s an approach to mind-body wellness that promotes active awareness of your physical state and thought-life in the present moment instead of dwelling on the past or being anxious about the future. A text explanation will never really do justice, so consider checking out the introductory journey in the app.

ASMR

I’ve become something of an ASMR aficionado over the years, and let me just say that I’m hoping for more from this selection in the future. The selection currently consists of soft-spoken stories and a marble-maze mini-game that plays with some audio effects. (Take out your Conquest VR if you’ve got one.)

ASMR - Mindway

While Sleep and Mindfulness sessions usually last between eight and 15 minutes, some of the ASMR sections go on until you exit the session, making them ideal if you want to use them as the base of longer meditations.

The marble game is fun and the soft-spoken stories are great, but I didn’t get big ASMR vibes. There’s a whole category of ASMR that uses visual cues but I haven’t really experimented with it because I usually listen to ASMR when I’m trying to sleep, so seeing more visually-based ASMR in this mindfulness VR app has a lot of potential.

Sleep

Speaking of sleep, you might have gotten curious at the idea of sleep modules in a VR app. I know I did. If you’re imagining drifting off with your headset on, that’s not what’s happening here.

These experiences might help make you a little drowsy, but what they’re really doing is stocking a mental toolbox with mindfulness tools that you can take with you to bed. This is actually one of my favorite recurring elements of Mindway as an app overall, so we’ll return to a larger discussion of this later.

Mindfulness

Mindfulness is the heart and soul of Mindway. As such, this is the most populated section with (in my opinion) the best content. This content is split into “Journeys”, “Practice”, and “Build Your Own”.

Mindfulness - Mindway

Practices are shorter sessions that you can do independently of one another, while each journey is a series of sessions on a related topic that build on one another. The Build Your Own section allows you to create a practice session by selecting a topic, a world, and a soundtrack. Whether part of a journey or an individual practice, sessions are between eight and 15 minutes.

Build Your Own - Mindway

On the other hand, if you are familiar with mindfulness as a practice, I hope that you won’t be too skeptical of a VR-based mindfulness application. Mindway uses VR very cleverly to facilitate common mindfulness exercises. You can even select the “Science” button in the home environment to learn about how Mindway develops their sessions.

During body scans, a sparkling mist gradually rises up around you. When focusing your attention on a fire, the fire begins to die down if you get distracted by the environment for too long. During breathing exercises, particles seem to flow into you when it’s time to inhale and flow out when it’s time to exhale. Reach high up to grab an apple from a tree during a stretch.

A Week of Mindfulness

I used Mindway for about a week during the course of writing this article. There were stretches where I used it every day, there were days that I didn’t use it at all, and there were days that I kept going back in for multiple sessions.

I discovered mindfulness in college and it was a big part of my life for a good couple of years but at some point, I really got away from it. The first thing that I noticed in Mindway was how deeply I’m still able to breathe. I can breathe pretty heavily in my headset when I’m boxing in VR, but that’s different from long, slow, deliberate breath – something I didn’t realize I missed.

I liked some sessions more than others, but there was nothing that I encountered in Mindway that I didn’t enjoy. My favorite content is the “Boost Your Energy” Journey. The three-part journey has practices for starting the day with focus without being overwhelmed, for regaining your energy as you go through your day, and for winding down when it’s time to relax.

Boost Your Energy Journey - Mindway

While I like knowing that I can pop on the headset for a reasonably short session whenever I want throughout my day, the narrations do often remind you that you can take things like breathing exercises and meditation models with you wherever you go. While the visualizations are nice and might be helpful for people newer to mindfulness, Mindway is very educational.

An Unanticipated Promotion

The child in my life doesn’t really understand what I do for a living, but she knows that sometimes we get to play with neat tech, like an AR narrative puzzle. Sometimes, I set up my headset for her to enjoy some supervised offline play. (I lock apps, so I know that she’s playing Bait!, not Peaky Blinders.)

The other day, she saw the new Mindway thumbnail in my apps library and asked about it. I told her that she could check it out if she wanted to, but I warned her that it wasn’t exactly a “game.”

It turns out that she loved it. She was able to navigate the simple menus by herself and tried out a number of experiences. Hearing the audio of the guided meditations through the Quest 2’s native off-ear speakers, I was able to watch – admittedly a little stunned – as the energetic eight-year-old sat through around a half-hour of various mindfulness exercises.

I’m not a doctor, and I’m never going to advocate that any VR headset become “an electronic babysitter”, but it seems to me a curious kid could do a lot worse things in VR than mindful breathing.

Peaceful Periods in VR

Hitting the mat in the third round, assassinating communist informants in the back of a bar, betraying your crewmates in space – VR experiences can be pretty intense. While those experiences can be a lot of fun, it’s nice to know that Mindway provides a corner of the immersive world where you can have a little peace and quiet before getting back to your day.

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the-expansion-of-immersive-therapeutics-in-healthcare

The Expansion of Immersive Therapeutics in Healthcare

With better accessibility and affordability, immersive therapeutics is now transforming how patients receive optimal care. Particularly in mental health and physical therapy, it has been instrumental in optimizing treatment outcomes, and helping patients overcome anxiety, discomfort, and other challenges to their recovery.

For several years now, we’ve seen virtual reality at work in healthcare. VR is now widely used in virtual sessions for psychological therapy, training simulations for medical professionals, gamification of exercises for physical therapy, and healthcare marketing.

Today, developments in immersive technologies are widening the applications of immersive treatment options for various healthcare issues. One of these is immersive therapeutics for the treatment of intractable health conditions.

But what exactly is immersive therapeutics and how does it truly impact healthcare? Here, we dissect what this emerging treatment approach is and share feedback from tech experts and users alike.

What Is Immersive Therapeutics?

Immersive therapeutics is an evolving field of medicine that delivers treatment using advanced technologies such as virtual reality, augmented reality, and artificial intelligence. It alleviates patient suffering and enhances treatment by placing patients in highly immersive and sensory-rich environments.

Through immersive therapeutics, patients connect with virtual environments at a deep emotional level that can alter the brain’s perception of pain and divert their attention.

According to Gita Barry, President of Immersive Healthcare at Penumbra Inc., “By captivating the patients in a virtual environment, patients can engage with serene beachscapes or play cognition games to cope with the craving feeling and safeguard their path to recovery.”

Being highly effective in distracting patients from pain and cravings, immersive therapeutics has great potential for use in physical rehabilitation and addiction treatment.

“The more immersive an experience is, the more it can be engaging, positively distracting, entertaining, and effective from a therapeutic and clinical standpoint,” says Joel Breton, game designer and president of Immersive Healthcare Studios at REAL System by Penumbra. This is what makes immersive therapeutics effective in addressing challenges in therapeutic treatments.

Advancing Immersive Therapeutics for Better Healthcare

As immersive therapeutics continues to evolve, more companies are looking to increase the accessibility of these therapies, broadening their applications in new treatment options for various healthcare issues.

Some of the most promising clinical uses include treating stress, anxiety, fears, disorders, and phobias. Its applications for pain management, rehabilitation, wellness, and healthcare optimization are also expanding fast.

One company that is at the forefront of advancing the use of immersive therapeutics is Penumbra. Technologies like Penumbra’s REAL System are already showing real impact in the field of immersive therapeutics.

With platforms like the REAL i-Series for VR/mental health and the REAL y-series for VR/physical therapy, patients can access VR-based treatments and self-manage their conditions from the comfort of their own homes.

Penumbra REAL y-Series immersive therapeutics
Penumbra REAL y-Series

Of the 40 million US adults with substance abuse disorders, about 40 to 60% relapse at some point in their lives. While contact with drugs is the most obvious cause for relapse, stress cues linked to substance abuse are also common triggers.

This is where immersive therapeutics becomes most helpful. By helping counteract disruptive effects on the brain and behavior, immersive experiences help those in recovery regain control of their lives.

Real Impact of the REAL System

Barry believes that immersive experiences have the potential to impact millions of patients across a range of conditions. Developed using clinical evidence, Penumbra’s REAL System effectively supports the physical rehabilitation, cognitive, and wellness needs of patients in recovery.

The REAL i-Series, for instance, is currently in use at the Chemical Dependency unit of Hoag Health. The VR-based solution has been incorporated into group therapy sessions to create positive shared experiences and boost communal engagement.

Penumbra REAL i-Series immersive therapeutics
Penumbra REAL i-Series

The use of the system helps patients feel at ease and more open to participating in group therapy. Seeing the benefits of the i-Series, Hoag Health is now also using it to support staff well-being and retention.

As REAL System President, Breton explains that REAL’s VR experiences are designed to address physical therapy, occupational therapy, and speech-language rehab as well as general mental wellness. According to Breton, the sense of immersion VR provides distracts patients from pain and fatigue. By keeping them engaged and entertained, the patients are more likely to adhere to their treatment programs.

Transforming the Future of Health

Immersive therapeutics is undoubtedly transforming the future of healthcare by providing patients with a higher level and quality of care.

“With greater awareness of the benefits VR-based tools can provide in addiction treatment and broader healthcare, we anticipate that clinicians will identify both new applications and also new patient populations who can benefit from the immersive experience VR provides,” says Barry.

The goal of immersive therapeutics is to widen access to transformative care. Whether patients are in health facilities or at home, immersive solutions can help them overcome health challenges and ensure optimal recovery. Through the continued collaboration of tech experts and health practitioners, immersive therapeutics has the potential to transform the entire healthcare industry.

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