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A Geospatial Web Platform to Enhance In-Person Events? Absolutely, Says Fabric

Fabric aims to change how in-person events are held, through geospatial web. Starting with sports, the geospatial web and augmented reality platform Fabric can transform live events into an immersive, augmented reality-assisted experience to thrill sports fans.

Better Experiences With the Geospatial Web

The geospatial web is simply the use of geolocation technology within the greater realm of the Internet. For Fabric, it means syncing location, time, and content. By utilizing this technology along with immersive AR tools, spectators can elevate their experiences.

Fabric geospatial web

With geospatial technology, Fabric draws attention to an emerging trend in the experience economy in the sports industry. Using geospatial web technology, brands and sports teams can make in-person events more unique, social, and exciting.

While the concept of the geospatial web has already been around for some time, Fabric spent the past five years finding new ways to leverage this technology. The result is their main geospatial product, called “Space.” Space aims to prioritize human connections during in-person events as opposed to purely digital connections. It serves as a new medium of communication among fans, teams, and brands.

Fabric also offers a no-code platform that lets sports stakeholders, such as leagues and venues, display relevant content for any game or sporting experience.

Merging Sports and Augmented Reality for a Unique Experience

The company believes that sports are the top industry for live, in-person events; hence why they chose to start there. Fabric can facilitate peer-to-peer interactions within the same venue, plus help increase monetization and brand activation. They market Space as an “interactive jumbotron in every sports fan’s pocket.”

a 3D jumbotron Fabric

Space encourages sports spectators to disengage from artificial connections and seek real-time, location-based interactions with other people. And because it takes place at a single event, users know they already have a shared interest with other fans.

Within the app, AR assets called “Fabs” are powered by the geospatial web to encourage real-world interaction. These Fabs are designed to get people to interact more with each other in a unique and fun way, made possible by technology.

Enhancing Human Connections Through the Geospatial Web

Fabric is trying to bring back the experience of human connection, which is enhanced instead of hampered by technology. The company holds a different perspective than that of metaverse pioneers.

According to Fabric, the metaverse can offer unique, shared experiences via virtual reality. But ultimately, the user is, in fact, isolated from other people in the real world. The connection comes through VR via a headset. The “shared” experience is, in a way, manufactured artificially through VR technology.

This version of shared experiences provides advantages and disadvantages, as other technologies do. The metaverse can also open opportunities not available for other people and brands otherwise.

geospatial web Fabric

Meanwhile, Fabric offers an alternative way to experience life with digital technology. Fabric Spaces allow people within the same geographical location—in this case, a sports stadium or arena—to have meaningful, offline and online connections. Add to that the shared real-world experience of attending a sports event, and you have a potentially unforgettable encounter.

Growing the Social Fabric

Fabric began as an idea that founder and president Sarah Kass had while noticing societal issues brought about by connectivity. Together with co-founder and CEO Saul Garlick, they developed the geospatial web platform that became Fabric.

In an interview with Forbes magazine, Kass explained her reasoning for coming up with Fabric. She saw that mobile phones offer unprecedented connectivity but also distance people from others, so she sought to develop a product that could address this paradox.

“I began to frame the problem as ‘how do we grow the social fabric?’ What new infrastructure could propel the growth of social capital in the digital age? Or what new infrastructure would allow us to strengthen the social fabric in today’s time when we’re walking around with all these phones?” she stated in the interview.

As of press time, the Fabric team works with five professional sports teams and leagues. The goal is to provide fans with an elevated sports experience during games and other sporting events through the geospatial web and mixed reality.

A Geospatial Web Platform to Enhance In-Person Events? Absolutely, Says Fabric Read More »

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A Demo and Fresh Look at Campfire

For the last few years, Campfire 3D has been expanding the world of “holographic collaboration” with a custom headset and base station as well as software that works in headset-based mixed reality and virtual reality, mobile-based augmented reality, and now on desktop 3D.

The company is currently launching new hardware and a new product package, so we spoke with CEO and co-founder Jay Wright for a software demo and an explanation of the new release.

Gather Around the Campfire

“Our mission is to deliver what we call holographic collaboration – multiple people standing around a digital model of a physical thing, whether they’re all in the same room, or across the world,” said Wright, who called it the killer app for enterprise XR. “If this can be done successfully, we have a huge potential to reduce travel, shipping, and physical reworks.”

And Wright is no stranger to enterprise XR. He developed Vuforia as its vice president at Qualcomm. Qualcomm sold the project to PTC, where Wright followed as Vuforia’s president and general manager. While Wright left Vuforia in 2018, it remains PTC’s main enterprise augmented reality arm.

The following year, Wright co-founded Campfire with Roy Ashok, Alexander Turin, Steve Worden, Yuhan Liu, and XR pioneer Avi Bar-Zeev as founding advisor. Bar-Zeev has worked in XR since 1992 including co-founding Google Earth, serving as a consultant for Linden Labs, a principal architect for Microsoft, advisor for Tilt Five and Croquet, and president of the XR Guild.

In 2021, Campfire came out of stealth and started working with companies offering software, a headset, and a console that generated the virtual model.

A Demo on Desktop

While I haven’t yet gotten my hands on the company’s headset, the team did set me up for a demo on desktop – a major new offering for the tool. Wright did mention that he will be at the Augmented World Expo in a few weeks, so hopefully I’ll be able to try the headset there.

Basic functionalities with basic models include rotating and zooming in on models, and leaving annotations for other viewers to consider. This can be labeling items on the model, or taking screenshots, marking up the screenshot, and pinning it to avoid marking up the model directly.

As long as models are made up of components, they can be “exploded” to view and manipulate those components separately. This also allows users to see how systems are composed of parts through virtual assembly, disassembly, and reassembly. A “blue ghost” shows where selected components fit into a complete system for automatic guided instructions.

Selected components can also be reconfigured with different colors or textures on the fly. They can also be made invisible to make internal components easier to see without using the explode feature. A “slice” tool provides a transparency plane that can be moved through a model to create cross-sections. All of these tools work on all platforms.

“We spent a lot of time on ease-of-use,” said Wright. “The user interface is really similar whether it’s on a flat screen or in VR.”

Additions and Improvements

Today’s announcement includes a streamlined software package, expanded device accessibility, a larger base station option, and a new hardware and software package for teams.

A Cross-Platform Solution

The complete Campfire ecosystem consists of hardware and software. On the hardware side, the company has its own headset – which can be used for augmented reality or with a shaded visor for virtual reality – and two consoles for different-sized models. A phone can be an AR viewer but also serves as a controller for the headset via an adapter called “the pack.”

Campfire headset side

“We did this because everybody has used a phone and knows how to use it,” explained Wright.

One person must have a headset and console but additional participants can join on mobile or now on a desktop.

“Flat screens are still very important,” said Wright. “There are very few workflows in enterprise that involve XR and that don’t involve flat screens.”

That was one of the most consistent pieces of feedback that the company received from early users leading to this announcement. Of course, the different hardware that users join on does impact their experience – though all have access to basic collaboration tools.

“Once everybody is in Campfire, everybody has access to basic tools for pointing at things and communicating,” said Wright. “A huge amount of the power in holographic collaboration is just the ability to point things out in the 3D space.”

A Streamlined Software Offering

The apps were another common point of criticism. Until this announcement, the software side consisted of two separate end-user apps – one for authoring models and one for viewing models and collaborating. Now, one app can do both jobs.

Campfire new app mac car training

Participants can also be invited to a Campfire session via a link, just like 2D remote collaboration tools like Google Docs. This is fitting, as Wright believes that Campfire’s software has even more in common with legacy remote collaboration solutions.

“To the extent that spreadsheets or word documents drove the PC, we think that holographic collaboration does that for XR,” said Wright.

More Ways to View

Campfire launched with a tabletop console, which was great for designing smaller products like shoes, or modeling consumer packaged goods. Of course, virtual models of larger objects can be scaled down, but some users wanted larger models. That’s why Campfire now offers the “studio console” which goes on the floor instead of on a table.

Campfire console

Right now, viewing Campfire in AR or VR requires the company’s custom headset. However, the company is working on optimizing the application for use with the growing number of available passthrough headsets available on the market.

“We don’t see this class of device as something everyone has access to,” said Wright. “But people are going to purchase these devices and expect Campfire to work on them.”

Subscriptions Rolling Out Now

As of today, there are three ways to experience Campfire. First, the application does have a functionally-limited free model. Enterprise plans start at $1,500 per month and currently require contacting the company directly as they scale their public rollout. And now there’s “Campsite.”

Campfire new campsite experience

“Campsite” bundles five enterprise licenses, 2 headsets, packs, and tabletop consoles, and one studio console for $15,000 per year. Wright says that the whole Campsite can be set up in less than an hour.

A Future of Enterprise Collaboration

There are other companies doing parts of what Campfire is doing. And Wright’s argument that this technology is the future is hard to refute. While other companies are likely to step up, this is definitely a company to watch right now. After everything that they learned in the last two years, it’s exciting to think of what improvements this greater rollout will inspire.

A Demo and Fresh Look at Campfire Read More »

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Expanding the Applications of VR Training for Mental Health Awareness and Wellness at Work

The use of VR training for mental health awareness is not a new concept. This technology has become a powerful tool that enhances the professional development and overall well-being of employees in the workplace.

With Mental Health Awareness Month serving as a crucial reminder of the importance of addressing mental health concerns, we once again go through the role immersive technologies play in promoting mental health awareness and providing support.

The Prevalence of Mental Health Issues 

In the United States alone, approximately 50 million adults are experiencing a mental illness. But what’s more alarming is that over 55% of them receive no treatment. That’s 28 million individuals struggling with mental health issues on their own.

In the workplace, employees experiencing poor mental health are more likely to face absenteeism, lower job satisfaction, and burnout. The impact of these issues extends beyond individual employees, affecting overall productivity, morale, and employee retention within organizations. Fortunately, business leaders are now realizing the need to address mental health concerns in the workplace.

Harnessing Immersive Technologies for Mental Health Support

XR technologies, including VR training, have emerged as powerful tools for addressing mental health concerns and fostering a supportive workplace environment. Companies like Moth+Flame have been at the forefront, developing immersive training solutions that promote mental health in the workplace.

Moth+Flame Mental Wellness library

This month, they launched a Mental Wellness library to facilitate open conversations on mental health concerns. Through this library, individuals can engage in realistic scenarios, practice meaningful conversations, and acquire the necessary skills to provide appropriate support.

According to Kevin Cornish, founder and CEO of Moth+Flame, developing the library was a big commitment they made in support of mental health awareness. Their goal is to get more people comfortable with talking about mental health at work so that, ultimately, people know how to ask for help and how to offer help. “We believe that the more people who are trained on how to handle these conversations, the more people will ultimately get help,” says Cornish. “If one person gets the support they need by using this conversation and being prepared for a tough conversation, then we have succeeded.”

Collaborative Efforts in VR Training for Mental Health Awareness

Moth+Flame is not alone in recognizing the potential of XR technologies for mental health training. Several companies and organizations are utilizing VR to improve mental health awareness and support in the workplace.

PsyTechVR is also empowering organizations by giving them access to VR apps with guided meditations and art therapies that enhance mental wellness. The company, which launches new therapy content every two weeks, offers both self-guiding VR courses as well as courses with a specialist, where the doctor has access to user’s training in real-time and guides them through all the training.

Penumbra’s REAL Vision VR Wellness offers over 100 immersive experiences designed specifically for improving employee mental wellness. The company’s REAL i-Series is designed to offer VR-enabled tools for cognitive activation, distraction therapy, reminiscence therapy, mindfulness therapy, and relaxation therapy.

Collaborations among tech, health, and business sectors are paving the way for better VR experiences tailored to mental health. The National Institute of Mental Health for one has been funding research on virtual reality exposure therapy and other immersive applications.

The Impact of VR-Based Mental Health Training Programs

Although specific case studies on VR-based mental health training programs are still emerging, the potential impact is significant. Moth+Flame, for instance, partnered with the US Air Force to provide VR training specifically for suicide prevention, demonstrating the efficacy of immersive experiences in sensitive topics.

They have seen firsthand the transformative effect of VR in military suicide prevention training. By expanding access to these training programs and empowering more individuals to handle difficult conversations, the hope is that more people will feel comfortable seeking help and offering support.

Looking Ahead: Empowering a Supportive Work Environment

VR training for mental health awareness has the potential to revolutionize workplace well-being. As more organizations recognize the significance of addressing mental health concerns, the demand for immersive XR experiences will continue to grow.

As Mental Health Awareness Month highlights the importance of open dialogue, companies across various industries are embracing VR training as part of their mental health initiatives. By incorporating XR technologies into their employee development programs, organizations demonstrate a commitment to fostering a supportive work environment that prioritizes mental well-being.

It’s not just Moth+Flame, PsyTechVR, and Penumbra leading the way in utilizing XR technologies for mental health support. Other companies have also recognized the value of immersive experiences in promoting mental health awareness. From mindfulness apps to virtual therapy sessions, the potential applications of XR in mental health care are vast. Collaborative initiatives between industry leaders and mental health professionals further amplify the impact of XR in promoting mental health awareness.

Expanding the Applications of VR Training for Mental Health Awareness and Wellness at Work Read More »

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Treedis Transforms Physical Spaces Into Hybrid Experiences With a New Augmented Reality App

Augmented reality (AR) transforms how we view the world and do things. Since its first introduction in the 1960s, it has rapidly developed and been used extensively in fashion, marketing, the military, aviation, manufacturing, tourism, and many others.

Consumers are increasingly becoming adept at using augmented reality apps to try on products, learn new things, and discover information about their surroundings. Research shows that 56% of shoppers cite AR as giving them more confidence about a product’s quality, and 61% prefer to shop with retailers with AR experiences.

Aside from its impact on brands, AR is also transforming how companies operate internally by introducing better ways to perform jobs, train employees, and develop new designs.

No-Code Platform for Creating Your Own Immersive Experience

Creating AR experiences is no walk in the park. Firms that want to implement their own augmented reality apps require working with talented in-house app builders or purchasing from third-party app builders, with costs ranging from tens to hundreds of thousands of dollars.

Treedis platform

Treedis makes the process simple with its Software-as-a-Service platform, which helps users create immersive experiences using a no-code drag-and-drop visual editor. Users can create digital, virtual reality, and augmented reality dimensions of their digital twin with just a single scan.

Digital twins are immersive, interactive, and accurate 3D models of physical spaces. They’re a digital replica of devices, people, processes, and systems whose purpose is to create cost-effective simulations that help decision-makers make data-driven choices.

Powered by Matterport technology, Treedis helps companies create these immersive experiences for retail, training, marketing, onboarding, games, and more.

Enhancing Digital Twins With an Augmented Reality App

According to Treedis CEO Omer Shamay, the Treedis augmented reality app helps you “view enhanced versions of your digital twins within their physical counterparts.” You can visualize any changes or modifications in real time and view all the 3D objects, tags, directions, and content in the digital twin.

“Any changes made to your digital twin will be instantly visible in AR, ensuring seamless collaboration and communication across your team,” Shamay adds.

The platform helps 3D creators and enterprises create an immersive and powerful digital experience for their users, so they can fully harness the benefits of AR solutions without huge developmental costs or challenges.

It can be used extensively for creating unique shopping experiences that incorporate elements of virtual commerce and gamification features. It’s ideal for developing immersive learning experiences to help learners grasp concepts better through physical interaction with their environment. The app can also be used to provide indoor navigation for guiding visitors to different access points and key locations within a space.

Treedis augmented reality app

The app is already available for Treedis’ enterprise users and promises to be “an accessible app with low prices and an easy-to-use AR solution,” according to Shamay.

With AR becoming more accessible, it won’t be long before more brands and firms adapt the technology and provide better and enhanced experiences to their audiences.

Treedis Transforms Physical Spaces Into Hybrid Experiences With a New Augmented Reality App Read More »

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Spring Has Sprung for Niantic and 8th Wall

It’s already been a year since Niantic acquired 8th Wall. While acquisitions can be a scary thing in the tech world, both companies are growing and strengthening through their partnership.

Pillars of the Earth

Niantic and 8th Wall are both AR companies that might be bigger and more important than some realize. However, they both come at AR architecture and accessibility from different perspectives. Their coming together was a game changer that’s hard to understate.

Niantic Senior Director of AR Product Marketing, Caitlin Lacey, helps us understand what the companies are doing in their own products and projects as well as how they are helping each other grow and develop.

“I joined Niantic a year ago primarily to focus on Lightship, and one of the things that I was really excited about coming in was the acquisition,” said Lacey. “Having 8th Wall as part of the Niantic family has definitely made it better.”

Niantic

For some readers, Niantic is synonymous with Pokémon Go. If you Ctrl+K “Niantic”, Google Docs suggests the Pokémon Go website as a link option. Other readers will recognize this as a gross misrepresentation. Pokémon Go may have made Niantic a household name, but it only scratches the surface of what the historic and storied company actually does.

In addition to games (including the just released AR real-world pet game Peridot), Niantic has probably the largest and most detailed working virtual map of the world ever. A few years ago, that was a neat trick. As devices become more powerful and AR gains traction, it’s increasingly becoming something a lot more.

Niantic Peridot AR pet game

Niantic games gather data for this virtual map of the world, but they also have a dedicated platform called Lightship that developers use to fill in the empty spots, add detail, and create their own experiences. Whether you’re building or playing, you’re using an app.

8th Wall

Like its parent company, readers have probably seen the 8th Wall logo on an AR experience but might not realize the magnitude of the operation. Also like its parent company, users can experience 8th Wall both through experiences that they enjoy or through developer tools.

Over the years, 8th Wall has been building out their developer tools and experiences making them easier to use and accessible on more devices. The company has tools for augmenting the world around a user, as well as for augmenting users themselves through lenses and filters.

8th Wall’s experiences and developer tools are web-based. No app installation required, they’re well-positioned to run on pretty much any connected device.

Web and Apps

Apps have a certain gravity bringing obstacles and opportunities. People know how apps work and they know what to expect. Apps can run larger and more in-depth experiences, but they only do one thing at a time. These two necessary strengths are at odds when people expect an experience to do everything and do it well – an unrealistic expectation called “the metaverse.”

“It took a long time to train people how to use apps, but now they’re trained,” said Lacey. However, as she points out, “if you’re thinking about a future where all of these mobile technologies have AR capabilities”, opening and switching apps can become a hassle.

WebAR is getting better all the time, but it’s still limited in terms of the experiences it can run. Thinking about being out and about, this compounds as people are away from stable home networks and relying on burdened public networks or potentially spotty data coverage.

“There are still limitations to experience and file size that the web just can’t handle,” said Lacey. “As computing power continues to grow and get stronger, we’ll see better experiences across platforms.”

In the meantime, both companies are working on leveraging their strengths in app and webAR respectively trying to achieve the best of both worlds in both worlds.

“On the Lightship side, there was tons of tech that was very app-based … we took that and asked, ‘What do you want, and how do we bring it to the web?’” said Lacey. “And then, on the other side, bringing things from the web to Lightship.”

Updates and Releases From Niantic and 8th Wall

In the last few weeks, some exciting changes have come for developers using both developer platforms – including some of those updates that look a lot like a cross-pollination between the two platforms.

Sky and World Effects

First, Sky Effects and World Tracking came to 8th Wall. These are two separate developer tools that allow an AR experience to augment the sky itself, or to help AR elements realistically appear in the physical world. However, when used together, a single experience can bridge the earth and heavens in new and immersive ways.

“With sky and world effects, an object drops from the sky, recognizes the environment, and can interact with that environment,” said Lacey. “We’re seeing that happen across the board and there’s more coming.”

To celebrate the launch, 8th Wall held the “Sky Effects Challenge” which invited developers to use the new technology in interesting and inventive ways. Creators turned the sky into a canvas, mapped the planets, and more.

“We are consistently amazed by what our community builds,” said Lacey.

A Cross-Device Scanning Framework

A new Scanning Framework for Lightship AR Developer’s Kit 2.5 allows users to virtually reconstruct physical spaces and objects without LiDAR. LiDAR is one of two common methods for capturing spatial data on mobile devices, but it’s only available on higher-end iOS devices. Opening the Scanning Framework to other methods greatly increases accessibility.

“We’ve continually heard the feedback, and we’re listening,” said Lacey. “We really want to be a consistent partner to developers in the AR space. We do believe that AR can help make the world more interesting and fun.”

Two New Games

8th Wall doesn’t do so much in the games category – again, games still work better as full apps for now. However, a big theme in this article is that the line between the two companies can be a little foggy these days – at least in terms of user experience. These apps likely benefited from 8th Wall technology and 8th Wall will likely benefit from what the apps learn and earn for Niantic.

Early this year, Niantic launched NBA All World. The app includes basketball mechanics and an NBA partnership, and grows to incorporate elements that make it more than just a game.

“Our version of an NBA basketball game starts with exciting one-on-one gameplay and expands from there to include the major elements of basketball culture, including music, fashion, sneakers, and more, all of which are integrated into real-world locations,” Niantic founder and CEO John Hanke said in a blog post.

If that wasn’t enough, by the time you read this, Peridot will be live. The highly anticipated game encourages players to nurture an AI-powered virtual pet, including feeding it, petting it, and playing with it. Players can also use Niantic’s social platform Campfire to meet with other players and breed new and unique Peridots (or Dots).

Spring Has Sprung for Niantic and 8th Wall

I’m not a huge basketball fan and Pokémon is a chapter of my life that closed a long time ago, but I’ve had my Dot Erin for a few days now. Erin mainly hangs out by my desk eating sandwiches, but was pretty excited to see the spring flowers in my backyard the other day.

Peridot AR pet game Niantic - Jon's Dot Erin

Much More to Come

Lacey advised that a lot more updates to Niantic and 8th Wall will continue to reinforce both platforms for the benefit of developers and end-users alike. There are also some interesting artistic activations coming in the next few weeks. And, of course, we’re excited about Peridot becoming publicly available. There’s definitely a lot more to come from this power pair.

Spring Has Sprung for Niantic and 8th Wall Read More »

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Wonderland Engine Is Here to Make WebXR Development Faster and Easier

WebXR development is increasingly popular. Developers want to create content that users can enjoy without having to install apps or check the compatibility of their devices.

One of the companies working for the advancement of immersive technologies, Wonderland GmbH, based in Cologne, Germany, has recently announced one giant leap forward in this process. They have recently released Wonderland Engine 1.0.0, a WebXR development platform already vouched for by top content creators.

Wonderland Engine 1.0.0 – Bringing Native XR Performance to WebXR Development

What is special about the new engine launched by Wonderland? Its first benefit is the ability to mimic native XR performance. Before its launch, Wonderland Engine 1.0.0 passed the test of content creators.

WebXR development platform Wonderland Engine editor vr website with browser

Vhite Rabbit XR and Paradowski Creative, two companies creating XR games, used the engine to develop content. The Escape Artist, an upcoming title by Paradowski Creative, is created with Wonderland Engine 1.0.p0, and its developers say that it matches native games in terms of polish and quality.

“We’re excited to announce this foundational version of Wonderland Engine, as we seek to bridge the gap between native XR app development and WebXR,” said the CEO and founder of Wonderland, Jonathan Hale, in a press release shared with ARPost. “We see a bright future for the WebXR community, for its developers, hardware, support, and content.”

Top Features of Wonderland Engine 1.0.0

The developers who choose Wonderland GmbH’s WebXR development platform to create content will be able to use the following:

  • Full 8th Wall integration – complete integration of 8th Wall AR tracking features such as face tracking, image tracking, SLAM, and VPS;
  • Runtime API rewrite – better code completion, static checks for bugs before running the code, and complete isolation for integration with other libraries;
  • Translation tools – necessary for the localization of WebXR content;
  • Benchmarking framework – to check for content performance on various devices.

Developers can find the complete list of features and bug fixes on the official release page.

According to the company, Wonderland Engine users can launch their first running app into the browser in less than two minutes. With a bit of experience, users can build a multi-user environment that supports VR, AR, and 3D in 10 minutes, as demonstrated in this video.

The XR Development Platform Is Optimized for VR Browsers

To indicate their commitment to helping content creators, Wonderland GmbH is optimizing their tool specifically for the most popular VR browsers: Meta Quest Browser, Pico Browser, and Wolvic.  

Wonderland Engine WebXR meta browser

Wonderland Engine-based apps support any headset that has a browser available. Also, any headset released in the future will automatically be supported, if it has a browser. Apps created with Wonderland Engine can also run on mobile devices through the browser, as Progressive Web Apps (PWA), which also allows them to run offline.

Apart from the two game development companies mentioned above, the company is also working with various content creators.

“It was crucial to bring the whole ecosystem with us to test and validate the changes we made. This resulted in a highly reliable base to build upon in upcoming versions,” Hale said. “By making it easier to build XR on the web we hope to attract developers and content creators to WebXR. We see WebXR truly being able to rival native apps and offer consumers a rich world of rapidly accessible content to enjoy.”

Meet the Wonderland Team at AWE USA 2023

The creators of Wonderland Engine 1.0.0 will present the WebXR development platform at AWE USA 2023 (use ARPost’s discount code 23ARPOSTD for 20% off your ticket), which is taking place in Santa Clara, CA between May 31 and June 2.

The company is one of the sponsors of the event and will also be present at the event in booth no. 605.

Wonderland Engine Is Here to Make WebXR Development Faster and Easier Read More »

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ARuVR Releases No-Code Content Creation Platform for XR Headsets

UK-based ARuVR (formerly VRtuoso) enterprise XR training platform has recently announced that it supports no-code content creation, distribution, and management for XR headsets. Thus, companies can now create extended reality training programs for VIVE XR Elite, Meta Quest Pro, and Pico 4 Enterprise without writing a single line of code.

Accessibility of AR/VR Creation Is the Latest Industry Trend

For some time now, creating AR/VR content is no longer conditioned by having coding skills. While developers are still very much in demand for high-end games and applications, there is a movement towards making the creation process accessible for all.

ARuVR puts another important building block to the foundation of this process with its no-code XR platform. Users can rely on the simple drag-and-drop process to create immersive training for employees, which can now also be experienced on extended reality headsets.

Immersive Training Is the New Norm

So far, ARuVR has attracted a roster of top clients, such as PwC, Coca-Cola, BT, and BAE Systems. These companies, and many others, rely on ARuVR’s training platform to create onboarding presentations for employees and ongoing training for staff.

The nature of AR/VR training makes it possible for international companies to create and deploy the same training for teams in various places around the globe. This ensures consistent compliance with the latest policies and best practices. Any other training method is subject to errors, human or otherwise.

With the no-code XR platform, any professional in charge of employee training can create interactive programs, test them and deploy them without a developer’s assistance.

The No-Code XR Platform Is Optimized for Enterprise Headsets

ARuVR is working together with headset producers who supply companies with enterprise-grade devices. Thus, the no-code XR platform is fully compatible with the most popular devices for corporate training, namely: HTC VIVE XR Elite, Meta Quest Pro, and Pico 4 Enterprise.

Speaking about the importance of the new training platform, Nathan Gaydhani, the Enterprise Product Owner EMEA at HTC VIVE said in a press release shared with ARPost:

“XR has the power to change how a business operates, creating and delivering highly realistic experiences to recruit, engage, upskill, or retain its workforce. Combining the great hardware of VIVE XR Elite, and powerful software like ARuVR’s platform means that advanced transformative technology is accessible to any organization.”

The Ultimate Goal: Facilitating Learning

For ARuVR, their new product is one step forward towards the goal of making training and transfer of knowledge faster and more accurate. This will ensure the success of companies, through more consistent training of their employees.

“As the first training platform to add no-code capability to our patented platform for the world’s leading XR headsets, we are ensuring that technical expertise is not a limiting factor to the roll-out of XR training programs,” said the founder and CEO of ARuVR, Frank Furnari. “Now anyone within an organization can easily become a creator of powerful and immersive training and deploy to anyone, anywhere throughout the enterprise.”

ARuVR Releases No-Code Content Creation Platform for XR Headsets Read More »

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Talespin Releases AI-powered, Web-Accessible No-Code Creator Platform

To prepare professionals for tomorrow’s workplace, you need to be able to leverage tomorrow’s technology. Talespin was already doing this with their immersive AI-powered VR simulation and training modules.

Now, they’re taking it a step further by turning over a web-based no-code creator tool. To learn more, we reconnected with Talespin CEO Kyle Jackson to talk about the future of his company and the future of work.

The Road So Far

Talespin has existed as an idea for about ten years. That includes a few years before they started turning out experiences in 2015. In 2019, the company started leveraging AI technology for more nuanced storytelling and more believable virtual characters.

CoPilot Designer 3.0 Talespin

CoPilot Designer, the company’s content creation platform, released in 2021. Since then, it’s gone through big and small updates.

That brings us to the release of CoPilot Designer 3.0 – probably the biggest single change that’s come to the platform so far. This third major version of the tool is accessible on the web rather than as a downloaded app. We’ve already seen what the designer can do, as Talespin has been using it internally, including in its recent intricate story world in partnership with Pearson.

“Our North Star was how do you get the ability to create content into the hands of people who have the knowledge,” Jackson told ARPost this March. “The no-code platform was built in service of that but we decided we had to eat our own dogfood.”

In addition to being completely no-code, CoPilot Designer 3.0 has more AI tools than ever. It also features direct publishing to Quest 2, PC VR headsets, and Mac devices via streaming with support for Lenovo ThinkReality headsets and the Quest Pro coming soon.

Understanding AI in the Designer

The AI that powers CoPilot Designer 3.0 comes in two flavors – the tools that help the creator build the experience, and the tools that help the learner become immersed in the experience.

More generative 3D tools (tools that help the creator build environments and characters) is coming soon. The tools really developing in this iteration of CoPilot Designer are large language models (LLMs) and neural voices.

Talespin CoPilot Designer 3.0

Jackson described LLMs as the context of the content and neural voices as the expression of the content. After all, the average Talespin module could exist as a text-only interaction. But, an experience meant to teach soft skills is a lot more impactful when the situations and characters feel real. That means that the content can’t just be good, it has to be delivered in a moving way.

The Future of Work – and Talespin

While AI develops, Jackson said that the thing that he’s waiting for the most isn’t a new capability of AI. It’s trust.

“Right now, I would say that there’s not much trust in enterprise for this stuff, so we’re working very diligently,” Jackson told ARPost. “Learning and marketing have been two areas that are more flexible … I think that’s going to be where we really see this stuff break out first.”

Right now, that diligence includes maintaining the human component and limiting AI involvement where necessary. Where AI might help creators apply learning material, that learning material is still originally authored by human experts. One day AI might help to write the content too, but that isn’t happening so far.

“If our goal is achieved where we’re actually developing learning on the fly,” said Jackson, “we need to be sure that what it’s producing is good.”

Much of the inspiration behind Talespin in the first place was that as more manual jobs get automated, necessary workplace skills will pivot to soft skills. In short, humans won’t be replaced by machines, but the work that humans do will change.

As his own company relies more on AI for content generation, Jackson has already seen this prediction coming true for his team. As they’ve exponentially decreased the time that it takes for them to create content, they’re more able to work with customers and partners as opposed to largely serving as a platform to create and host content that companies made themselves.

Talepsin CoPilot Designer 3.0 - XR Content Creation Time Graph

Solving the Content Problem

To some degree, Talespin being a pioneer in the AI space is a necessary evolution of the company’s having been an XR pioneer. Some aspects of XR’s frontier struggles are already a thing of the past, but others have a lot to gain from leaning on other emerging technologies.

“At least on the enterprise side, there’s really no one doubting the validity of this technology anymore … Now it’s just a question of how we get that content more distributed,” said Jackson. “It feels like there’s a confluence of major events that are driving us along.”

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holo-interactive:-leading-the-way-in-shaping-the-future-of-mixed-reality-copresence

Holo Interactive: Leading the Way in Shaping the Future of Mixed Reality Copresence

While still in its early stages, mixed reality copresence has shown vast potential for applications beyond gaming and entertainment. Advancements in virtual, augmented, and mixed reality technology pave the way for seamless connections between real and virtual worlds. We see the lines between real-world interactions and digital-world experiences blurring into virtual oblivion.

However, mixed reality copresence still has a long way to go before it becomes available for mainstream use. Barriers to adoption, such as affordability, availability, and tech limitations, among many others, must be addressed for this technology to truly impact how we live our lives. Holo Interactive, a reality computing lab and content studio, is at the forefront of finding solutions to overcome these barriers.

Botao Amber Hu, the founder and CEO of Holo Interactive, shares his insights on the state of the mixed reality industry and his company’s role in shaping its future.

From Small Steps to Giant Leaps in Making Big Realities

After inventing the award-winning affordable stereoscopic AR headset HoloKit X, Hu gained popularity and esteem in the industry. Developing MOFA, an immersive multiplayer AR live-action RPG, further set Hu’s name as a trailblazer in mixed reality.

MOFA - Mixed Reality Copresence game Holo Interactive

With a deep belief that mixed reality copresence holds the key to unlocking the true potential of headword AR, Hu established Holo Interactive to bridge the gaps that hinder the accessibility of mixed reality copresence in the mass consumer market.

Now working with a globally distributed team, Hu is rallying developers, engineers, and other industry professionals to embrace the motto “A dream you dream alone is only a dream. A dream you dream together is reality.”

The Holo Interactive team is leading the way as the premier lab for mixed reality co-presence experiences that are accessible to all. Over the years, Holo Interactive has been developing applications and innovative products that could widen the adoption of head-worn AR. Recently, the company hasalso released the HoloKit Unity SDK to empower developers in creating copresence experiences.

Leading the Way in Mixed Reality Copresence

HoloKit X, an immersive stereoscopic hardware designed as an iPhone accessory, enhances AR experiences by creating a more realistic and engaging visual experience that allows users to interact with their environment and digital content more naturally.

It harnesses the powerful capabilities of iPhone and ARKit to deliver exceptional AR experiences to iPhone users. With its multi-modal control inputs and copresence functionality, it can provide face-to-face shared experiences with other users in real time, fostering a sense of presence and social interaction in AR environments.

HoloKit X Mixed Reality Copresence

Aside from creating AR hardware, Holo Interactive is shaping the future of mixed reality by giving developers access to tools that would enable them to create MR solutions. “The current market situation and our unique position within the ecosystem make now an ideal time to release an open-sourced SDK for HoloKit X,” Hu told ARPost in a written interview.

He explained that this strategic move enables them to establish their presence in the MR ecosystem, tap into the growing interest in AR/MR technologies, and empower developers to create copresence experiences.

By opening the HoloKit SDK to third-party users, Holo Interactive hopes to become the “Arduino for head-worn AR.“We want to encourage more people to experiment with their work in mixed reality copresence and to open-source their creations, inspiring others within the community,” said Hu.

In addition, he hopes that lowering the barriers to entry for mixed reality copresence projects and embracing open-source practices will accelerate progress in the field of MR.

Breaking the Barriers to Widespread Adoption

Immersive technologies are already transforming our lives. VR is gaining widespread use across industries. AR has also gone a long way since Pokémon Go first went viral. However, head-worn AR still faces challenges to widespread adoption.

Botao Amber Hu
Botao Amber Hu

According to Hu, “Head-worn AR has the potential to turn our world into a ‘software-defined reality’, allowing us to interact with the real world and others in novel ways, a concept known as co-presence. This exciting future, however, is not without hurdles.”

Asked about the barriers AR faces, Hu enumerates four obstacles: affordability of high-quality AR devices, efficiency of input methods, development of killer applications that drive adoption, and psychological barriers to social acceptance.

Holo Interactive is on a mission to break these barriers to adoption. Hu believes that addressing these challenges can help ensure that AR technology reaches its full potential, positively impacting our lives and the way we interact with the world around us.

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why-your-next-workplace-training-session-might-be-in-the-belly-of-a-volcano

Why Your Next Workplace Training Session Might Be in the Belly of a Volcano

Whoever said workplace training had to be boring? Thanks to advances in virtual reality, the world of workplace learning and development might finally be something to get excited about…and not a moment too soon.

In the world of training, education, and development, what’s fun and what’s effective are often one and the same. Educators have understood for quite some time that engagement is critical to the learning process. And there’s no quicker way to lose someone’s interest than boring them or lulling them to sleep.

A disengaged student is a student that isn’t learning, and that’s why we find that fun is very much an essential ingredient to the learning process. However, while educators have known this to be true for quite some time, it seems that, in the corporate world, this lesson has yet to truly sink in.

Can you remember the last time you took part in workplace training? If not, that might be because it wasn’t very memorable. If you’re like most people, your experience with workplace training probably amounts to sitting in a drab, windowless room and struggling to keep your eyes open as a grainy video drones at you from a television set in the corner.

Workplace Learning and Development Don’t Have to Be a Drag

Thanks to the emergence of technologies like virtual reality and augmented reality, however, this drab form of corporate training may soon be a thing of the past. Companies are realizing that they can save a considerable amount of time, money, and other resources on training and development. With these portable, cost-effective technologies, organizations can upskill a distributed workforce in a way that’s interactive, inclusive, and sustainable.

In my time working with Gemba, we’ve worked with the companies like Johnson & Johnson, Coca-Cola, and Pfizer to deliver immersive, impactful VR training programs, all while eliminating up to $2M in travel costs and over a ton of CO2  per trainee.

For organizations big and small, that’s a real, meaningful step towards sustainability — and, unlike most other sustainability initiatives, this transition doesn’t entail sacrifice. On the contrary, we’ve found that VR-based training is not only cheaper and more sustainable than traditional forms of training, but it’s actually more effective.

Fun and Efficiency Make VR Training an Inevitability

In our experience helping companies train and develop their employees, we’ve found that the use of VR is associated with significant improvements in educational efficacy.

While many might intuitively understand this, independent research has shown that making the learning process fun or enjoyable not only improves students’ willingness to engage in learning, but also improves their ability to retain information — even if the information itself is dull.

And this phenomenon isn’t unique to students. In fact, we’ve seen the same effect being borne out time and time again in our own work with professionals. An assessment of Gemba’s VR-enabled training with automotive technology supplier, Aptiv, found that a more immersive, engaging, and enjoyable learning experience led to faster, more effective training.

An independent case study of the program, published by the World Economic Forum (WEF),  found that Aptiv was able to reduce what was originally two days of in-person training to just four hours of VR-enabled training. The study concluded that, overall, the use of Gemba’s VR-enabled training allowed Aptiv to upskill its workforce with 80% greater efficiency, compared to real-world training.

And there’s a very real need for more efficient, effective workplace training. According to the Organisation for Economic Cooperation and Development (OECD), over one billion workers globally will need to be upskilled by the year 2030. As technological advancements continue to reconfigure our world, organizations will be hard-pressed to find fast, effective, and scalable means of upskilling such a sizable portion of the workforce.

With VR, The Sky’s No Limit

It’s for these reasons that VR-enabled training’s mainstream adoption is all but an inevitability. Already, leading global enterprises like Unilever, Volvo, L’Oreal, and Nike are making use of VR-enabled training to optimize workforce development. And at the same time, advances in both hardware and software are making virtual and augmented reality platforms more impressive by the minute.

This begs the question — if you can hold a virtual meeting anywhere, why do it in a virtual recreation of some drab, lifeless conference room? Why not in the belly of a volcano? Or a castle floating above the clouds? Or at the bottom of the ocean? Why create a pixel-perfect digital twin of your cramped office space when you can convene anywhere on (or off) Earth?

I know what some of you are thinking — “That sounds rather childish,” or “That seems unprofessional.” To which, I’d respond, is being boring a prerequisite for professionalism?

I’ve had the luxury of working with a wide range of people and professionals throughout my career. I’ve worked in the gaming industry, been a university lecturer, and worked extensively with corporate leadership from around the world. Across all these spaces and demographics I’ve found one thing to be true — people like having fun. As a CTO myself, I can tell you from first-hand experience that you don’t magically become a dullard the moment they put a “C” in front of your title.

And we can expect businesses to be on board as well. Given enjoyment’s proven ability to make learning more effective, you can rest assured that organizations will be eager to inject VR training with all manner of fanciful, gamified fun. And I, for one, can’t wait.

Guest Post


About the Guest Author(s)

Frankie Cavanagh

Frankie Cavanagh

Frankie is a visionary leader, an innovative technologist, and a game-changer in the world of virtual reality and learning. His background in teaching, combined with his passion for game design and XR technology and his skills as an artist, designer, and coder, gives him a unique ability to create immersive and engaging experiences that revolutionize how businesses train and develop their workforce.

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“metaversed”:-a-book-review-and-author-interview

“Metaversed”: A Book Review and Author Interview

Metaversed: See Beyond the Hype is the new book by Samantha G. Wolfe and Luis Bravo Martins introducing the metaverse stripped of its over-inflated, pie-in-the-sky expectation cloud built up by marketers. The book presents a practical and balanced approach to using the metaverse as it exists today and preparing for how it might exist tomorrow.

ARPost received a copy of Metaversed and had the opportunity to interview the authors on how it came together and what they hope it will achieve.

Preparing for the Metaverse

Metaversed begins with an important and common question in the industry: how do we prepare for the metaverse when we can’t agree on what it is?

“Taking the internet and bringing another dimension to it and setting it free in the phygital world […] it’s almost impossible to fully understand the extent of this shift.”

– Chapter One: Predictions

Early on, the authors present a working definition of the metaverse. This isn’t for the authors to throw their definition into the war of words already taking place around the metaverse, but rather so that everyone reading Metaversed has a common starting point.

“To the authors, the metaverse is the next stage of the internet and results from the evolution of a wide variety of emerging exponential technologies maturing simultaneously, converging and enabling a new interconnected relationship between physical and digital.”

– Chapter One: Predictions

Metaversed isn’t just about technology, but how technology impacts us as a society and as individuals – and about the societal trends that are helping to usher in the metaverse. These include movements towards remote work and education, decentralization, social media, and the creator economy.

“The challenges we’re about to face will need a multidisciplinary effort. Business professionals from all areas, teachers, lawyers, scientists, historians, and sociologists, everyone can contribute with their experience and knowledge so we can start preparing for this tremendous shift.”

– Chapter One: Predictions

A Book Written for Anybody

Metaversed is written for a reader in any profession to encompass the entire metaverse. Chapter two presents all of the technologies playing into the development of the metaverse. That includes immersive technologies like the spatial web, XR hardware, and digital twins. It also includes Web3 and blockchain, cloud computing, and AI and ML.

“I feel like we went through a hype cycle of ‘the metaverse’ as a term and now we’re kind of past that. People are looking beyond that and asking, ‘What is this, really?’” said Wolfe. “I’m hoping that as people get past all of that hype they can ask ‘What does this mean to me, and what does this mean to my business?’”

Metaversed See Beyond the Hype bookReaders of ARPost might be principally interested in immersive technologies. Understanding the role that these technologies will play in larger shifts in the coming years requires an understanding of other technologies even though they may feel removed.

“The main topic is to bring in people that are not in on all of the metaverse discussion,” said Martins. “We need to have those people. We need to have a version of the metaverse that isn’t just created by technologists like us.”

The book also discusses governments and standards organizations furthering the metaverse through protecting users and ensuring interoperability respectively. A lot of the value of the metaverse will be created by users – much as with the current web, but more equitable.

“A true creator economy has been set in motion where communities are not only spawning creators but overall helping them to remain independent and relevant.[…] With several new platforms available in the gaming industry and in the so-called Web3 businesses, new avenues for distributing digital products and content are being envisioned and built.”

– Chapter Four: New Rules

Life and Work in the Metaverse

The largest single chapter in the book, “Metaversed Markets” is an exhaustive exploration of how different industries are using the extant iteration of the metaverse and how they may adapt to its development. While the bulk of Metaversed discussed opportunities in the metaverse and how to realize them, four chapters are dedicated exclusively to challenges in the metaverse.

“When living in a hybrid reality of digital and physical objects, spaces, and people that we seemingly use and own, will it all be real? The memories of our time immersed in those worlds won’t tell us otherwise. […] We can pick up our lessons learned of the risks involved and plan ahead for a better, positive metaverse. But, to do that, we need to first identify key challenges.”

– Chapter Nine: Understanding Reality

These challenges have some to do with technologies that haven’t yet been realized or optimized, but mainly pertain to the human experience of adapting to and living in the metaverse.

“The whole purpose is exactly that – to try to shed light on not just the potential of the metaverse […] but more than that to try to pass on the challenges of the metaverse,” said Martins. “Presenting the challenges is not negative – it’s facing those challenges […] At the end of the day, what we want is to contribute to a more ethical metaverse.”

Metaversed expresses hope that governments and organizations like the XR Safety Initiative will help to mitigate some risks. It also recognizes that a lot of responsibility will be put on users themselves.

“Even if it’s uncomfortable, we need to discuss how emerging tech can be monitored and regulated. We don’t have to cross our fingers and hope that big tech companies figure it out themselves (again).”

– Chapter Ten: Privacy and Safety in the Metaverse

“Unanswered Questions”

“Because we’re faced with so many unanswered questions and unsolved technical challenges, there should be no shame in saying ‘I don’t know,’ or ‘We don’t know’ when asked about the future […] for better or worse, we’re in this together.”

– Chapter Twelve: The New Humanity

The thing that struck me the most about Metaversed was its honesty. The authors are confident in their predictions but never present those predictions as already being facts. Overall, it feels like a conversation rather than a keynote or a sales pitch.

“At the end of the day, tech runs so quickly and changes so completely unexpectedly […] it’s sort of an exercise,” said Martins. “Hopefully what we can offer is more of the logic of thought.”

How “Metaversed” Came to Be

Wolfe and Martins have a long history, despite having yet to meet in person. The two began talking after Martins read “Marketing New Realities,” which Wolfe co-wrote with Cathy Hackl in 2017. Then, Martins was a guest speaker at Wolfe’s courses at New York University’s Steinhardt School. Martins was invited to write a book and knew who to talk to for a coauthor.

“It started with this opportunity that came about from the publisher. Around that time there was this huge push regarding the metaverse and I was thinking about doing something on the flipside, focusing entirely on the challenges,” said Martins. “I decided that that approach wouldn’t be the best possible way to explain to people who don’t know much or aren’t as involved.”

Wolfe’s coming on board provided the balance that Martins was looking for. It also expanded the vast network of experts that contributed their insights to Metaversed.

“He wanted to write this book about what can go wrong but I tend to be quite positive,” said Wolfe. “I also tend to look at how all of this applies to businesses.”

Despite being based in different countries and working on the book largely asynchronously, the two decided to write Metaversed with one voice, rather than passing chapters back and forth. While the book doesn’t feel divided (at least, not to people who don’t know the authors very closely) both of them have chapters that they feel they put more into.

“In the end, I think we were all very involved in doing the writing and – of course – the research,” said Martins. “There were chapters which were being run by one of us or by the other one, and some – particularly the chapters in the beginning – were very consensual.”

A Digestible Book, if Not in One Sitting

Metaversed: See Beyond the Hype is currently available on Amazon. The book, weighing in at over 300 pages, may or may not be a lot to read from cover to cover depending on where you are on your metaverse journey. However, the book was also designed to be incredibly navigable, making it easy to read or reread as you see fit.

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immerse-yourself-in-sandbox-vr’s-new-multi-story-vr-game-“dragonfire”

Immerse Yourself in Sandbox VR’s New Multi-Story VR Game “Dragonfire”

Sandbox VR, known for its location-based VR games, announced today the launch of its newest VR experience. Seekers of the Shard: Dragonfire is the company’s first VR game that features multiple storylines, created by the company’s AAA in-house gaming studio.

VR game “Dragonfire”: A New Immersive Experience Each Time

After a successful partnership with Netflix that will see its hit series Squid Game developed into an immersive VR experience later this year, Sandbox VR continues to explore new ways to develop VR worlds for its customers. Dragonfire’s multiple storylines allow players to experience something different each time they play, even after completing it.

Developed by experts in the VR industry, Dragonfire was helmed by the former lead designer on Assassin’s Creed franchise and Sandbox VR’s VP of Content and Creative Director, Michael Hampden.

The new VR game makes full use of Sandbox VR’s proprietary technology that lets players experience a fully immersive, VR-powered adventure. It’s the first game that features branching storylines, making each experience different from others.

Sandbox VR Develops Unique VR Experiences

For Sandbox VR CEO Steve Zhao, developing Dragonfire is a step toward the company’s goal of providing unique VR experiences. “With each experience we create, our goal is to push ourselves to invent new ways to immerse players in virtual worlds,” he stated in a press release shared with ARPost.

Set in a castle in a fantasy world, VR game Seekers of the Shard: Dragonfire sees players come together as a group of explorers. They encounter a variety of enemies and mysteries and go through several different areas to accomplish their mission.

Sandbox VR Multi-Story VR Game Dragonfire

Because of the branching story arcs within the game, players can choose from many options during gameplay. In essence, players can experience different versions of Dragonfire, depending on their choices. In fact, younger gamers will be able to play an age-appropriate version of the game that does not contain violence.

Consequently, such a complex design posed a big challenge for Sandbox VR in the development of Dragonfire.

“There’s a reason why there isn’t anything like Dragonfire available out there, because so many features have to be designed from the ground up,” Hampden said.  “Melee combat, magic weapons and spells, unlockable items, and choosing where to go next are just a few of the new features we have added to make this perhaps the deepest and most replayable location-based VR experience yet.” 

Expanding Sandbox VR’s Virtual Worlds

Sandbox VR is a location-based VR startup with over 35 locations around the world. It provides immersive VR experiences to guests, which the company describes as similar to the fictional “holodecks” popularized by the Star Trek franchise. Up to six guests can participate in each experience.

Sandbox VR uses motion capture technology and high-quality haptics to give players a sense of realism while they explore virtual worlds. Each gameplay is designed to be a social experience where friends and family work together to complete game objectives.

Seekers of the Shard: Dragonfire is the seventh exclusive immersive experience developed by Sandbox VR, along with Amber Sky 2088, Star Trek: Discovery, Deadwood Mansion, Deadwood Valley, UFL: Unbound Fighting League, and Curse of Davy Jones. Squid Game, the highly anticipated VR experience in partnership with Netflix, is currently under development, set to launch in late 2023.

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