Author name: Rejus Almole

expressvpn-survey-explores-immersive-tech-in-the-workplace

ExpressVPN Survey Explores Immersive Tech in the Workplace

 

ExpressVPN has conducted a survey of 1,500 employees and 1,500 employers to learn about attitudes toward immersive work. Remote collaboration has been one of the biggest promises of immersive technology as it relates to work but employers seem to be more excited than employees. One potential reason: surveillance fears.

Who Wants to Work in the Metaverse?

Remote work was already trending upward before the pandemic. However, as more and more offices closed, remote work started to seem like part of the “new normal.” It was also an explosive opportunity for the immersive tech industry with many promoting the metaverse as the new office water cooler.

While immersive tech gained some traction during this period, video conferencing remains the standard alternative to in-person meetings. About a third of employees and almost as many employers who participated in the survey prefer video conferencing to in-person meetings.

As for immersive meetings, 17% of employers and only 9% of employees surveyed preferred them over other communication methods. So, metaverse was less popular than in-person meetings, video conferencing, instant messaging, and email among employees, but more popular than social media, phone calls, and project management platforms.

On the other hand, it’s interesting that metaverse was the second-preferred method of communication among employers, with video conferencing being the top pick.

Which communication method makes you feel most connected and engaged with your co-workers
Source: ExpressVPN

Why Not Bring Immersive Tech Into the Workplace?

Why the low numbers among employees? First, they aren’t that low. After all, project management platforms were literally designed for remote collaboration, and immersive tech beat them out. And better than the telephone? That’s pretty good for an emerging technology.

Another potential explanation is that most people still haven’t tried an immersive meeting. The survey report didn’t ask (or didn’t include) how many people have experienced a meeting in the metaverse.

While virtual office meetings are becoming more common, they’re still not part of most people’s work week. Further, these platforms are improving but a lot still have hiccups. Even those that work as intended aren’t what most people are used to, which can lead to a learning curve if not plain old friction.

However, the study also found that over half (57%) of polled employees and over three-quarters (77%) of polled employers are interested in immersive work. So, while not all employees are already convinced, a good number of them are at least curious.

There’s still one more reason that employees in particular aren’t sold on the metaverse for meetings. It’s actually a concern that they already have about more conventional remote work solutions.

Surveillance of employees working remotely is already fairly common practice, particularly in large businesses. Immersive technology platforms, particularly those incorporating VR hardware, offer more opportunities for surveillance. Employees seem largely convinced that more opportunity means more abuse.

Sixty-three percent of employees are concerned about data collection, and 61% about being monitored by their employer in the metaverse.

More than half of surveyed employees responded that they’re concerned specifically about real-time location (51%) and real-time screen monitoring (50%). To be fair, under 40% of employers surveyed said that they intended to use emerging technologies in these ways.

Okay, Boomer

Digging too deep into what these numbers mean can be tricky for one more reason. Zany demographic information. Specifically, Boomers. To understand how confusing their responses are, one other piece of demographic information is required: Gen Z is typically the most supportive and least skeptical about the metaverse.

Boomers are the second most curious about the metaverse – they’re also the least excited and the least optimistic about it. They’re the least convinced that it will positively impact productivity but the second most convinced that it will positively impact work performance.

How do different generations feel about the meatverse and how do they think that the metaverse will positively impact work
Source: ExpressVPN

They’re the second least concerned about employee surveillance but the most concerned about overall digital privacy and security. Finally, they’re the most excited about remote collaboration and working remotely, but well under half of them think that immersive tech is the future of work.

Does any of that make sense to you? No? That’s a relief.

More Problems With Trust

There’s one more area worth looking at that helps to illustrate the complicated relationship between employees and immersive work. That has to do with trust. Sixty-one percent of respondents trust Microsoft, 58% trust Google, 57% trust Apple, and 36% trust Meta. Most have never heard of other immersive tech companies like Magic Leap and NVIDIA.

That said, Google and Apple are doing very little when it comes to (publicly) developing (the user side of) the metaverse for work. Meanwhile, the most trusted company (Microsoft) and the least trusted company (Meta) are working together on their immersive work strategies. The survey report suggests that this reflects a lack of information on service providers.

The survey report concludes by saying that employers should be wary that trust plays such a large role in adoption and employees – particularly those already familiar with workplace surveillance – just don’t trust employers with immersive technology in the workplace.

Why would employers care about the adoption of immersive technologies? They might not. But, if avoiding enhanced workplace surveillance means that employees work somewhere else, employers may want to think twice about how close an eye they keep on their talent.

The Future? Yes. Tomorrow? No.

Please do read the original survey for yourself. There was a lot in there that we didn’t cover here and there are places where you might be able to make more sense of it.

No matter how one reads the numbers, immersive tech may well be the future of work but it may not be the immediate future of work.

ExpressVPN Survey Explores Immersive Tech in the Workplace Read More »

with-music-in-new-realities,-we-can-go-deeper-together

With Music In New Realities, We Can Go Deeper Together

 

A look around the media landscape will make it clear that virtual reality has become a major player in the music industry and virtual concerts are on the rise with performances by mainstream artists in popular games and other platforms.

Yet, with all the hope promised by the “metaverse,” not only do these events fail to optimally leverage the innovation of VR, but they also fall short in using music to help create immersive social spaces for people to gather virtually where they feel connected to each other and their humanity.

Today, music-related virtual reality and augmented reality content falls into 3 major categories:

  1. Virtual concerts and music videos by mainstream, popular artists represented by their avatar likeness;
  2. “Rhythm games” and music-making apps focused on popular music;
  3. Music visualizers.

Audiences and Artists Still Adjusting

In the wake of the COVID-19 pandemic and social distancing, many artists are including virtual and hybrid events as part of their tour schedules.

Last year, United Talent Agency (UTA) polls indicated that three out of four people attended online events during the pandemic and, of those, 88% planned to continue even when in-person events came back.

Given the investment in this virtual space by companies including Meta, HTC, ByteDance’s Pico, and soon… Apple with their anticipated headset likely to be announced in 2023, the AR/VR market is a major player in the music industry, even spawning the “Best Metaverse Performance” category in the 2022 MTV VMAs.

With virtual concerts on the rise, major artists like Eminem and Snoop Dogg, Travis Scott, Ariana Grande, and BTS are presenting in-game music events—albeit with mixed results.

Some of these events are being called nothing more than a “kiddie cash grab,” leaving audiences wanting more out of the virtual experience that will truly make use of VR as a medium and a new form of expression.

Possibility for a New Mode of Discovery

There are, however, burgeoning examples of innovative and thoughtful approaches to VR/AR music experiences. The 2018 Sigur Rós and Magic Leap collaboration, Tónandi, demonstrated what can be possible with an immersive and interactive AR music experience, though not currently available on all platforms. This ambitious project featured the Icelandic pop-rock band in a music experience for a high-end AR device that brought music, visuals, and interaction together equally to create a synesthetic experience.

Tónandi - an interactive audio-visual exploration
An interactive audio-visual exploration Tónandi

One of the promises of the metaverse is to bring people together virtually. Traditionally, live music events have been a place where people could gather for a communal experience. This is the missing piece to current VR music events, which have yet to find an organic way for audience members to interact both with the artist and with each other.

Then, there is the possibility of bringing composed scores into virtual spaces, to connect with people’s psyches and emotions as music has done in concert halls, films, and television shows for a long time.

Music and… Miniature Golf?

While not a music-centered app, Mighty Coconut’s Walkabout Mini Golf – a virtual reality game for which I compose the original scores – gives an example of how VR/AR can become a gathering space for people to experience visuals and music while exploring the virtual world or just hanging out together.

VR and music - game Walkabout Mini Golf
VR game Walkabout Mini Golf

Each course presents a captivating world with a distinct mood, created by the music, visuals, and course design that present an alternative to typical VR/AR games and music experiences. Players consider it a place as much as a game, and their connection to the soundtrack has led them to stream it on various services just to bring them back to that sense of place.

VR Music Experience Is Here to Stay

Virtual reality music experiences are here to stay. While VR/AR is currently most strongly associated with games and major companies, there is much to hope for with content put out by independent studios and artists, who are able to be more flexible in adapting to changes in technology and audience demographics. This virtual space will offer new and exciting possibilities for musicians and audiences.

Anyone invested in music going forward—artists, academia, fans, bookers, labels, music supervisors, and even advertisers—would be well advised to keep an eye on VR/AR and to start learning what’s happening in this space.

Like music albums and films, these tools are just another mode of expression for artists to connect to audiences and, hopefully, encourage people to connect with each other.

Guest Post


With Music In New Realities, We Can Go Deeper Together Read More »

how-ar-and-vr-technologies-help-create-phygital-experiences

How AR and VR Technologies Help Create Phygital Experiences

 

The widespread adoption of the so-called “phygital experiences” in consumer markets shows that they have now become the standard. By delivering highly personalized and seamless experiences, they ensure consumers’ unique needs are met and their expectations are exceeded. For brands, phygital is no longer just a trend. It’s also now integral to business sustainability and future growth.

The Increasing Demand for Phygital Experiences

One report shows that a majority of shoppers today feel more comfortable using digital technology. Currently, consumers are going back to in-store shopping post-pandemic. And they continue to look for digital options that make their buying journey more enjoyable. They have come to expect the same personalized experiences that brands offer online when they visit physical stores.

Contactless payments, curbside pickup options, and in-store ordering kiosks are some of the ways brands are delivering these phygital experiences. They offer seamless transitions between digital and physical touchpoints.

These solutions are now commonplace in airports, banks, restaurants, and many other establishments. To enhance in-store experiences, some brands leverage immersive technologies that elevate the digital experiences of consumers.

The Role of AR and VR in Creating Phygital Experiences

To create immersive experiences while ensuring smooth omnichannel journeys, AR and VR play a crucial role. Innovative AR and VR applications effectively meet the consumer demand for phygital experiences in the various channels they use.

Many of us already use these technologies at home. Farfetch, L’Oreal, Wacoal, Warby Parker, and other brands transformed online shopping with virtual try-ons.

Apps like IKEA Place use AR to enable shoppers to virtually place realistically rendered and true-to-scale furnishings into their real physical space.

Marriott International uses VR to help customers plan their events. Used with a headset, their VR app renders three-dimensional views of hotel venues with setups customized for specific social and corporate events.

Brands are bringing these at-home phygital experiences consumers have come to love into their brick-and-mortar shops. For instance, BMW makes car shopping more fun with an AR app that allows shoppers to customize the colors and styles of cars. They also offer VR headsets that let customers experience what it feels like to drive the cars.

Many Nike outlets today are equipped with AR solutions that allow shoppers to scan items to view more detailed information about them. A few years ago, Adidas also launched a unique AR experience in its Paris flagship store. Today, shoppers enjoy immersive experiences at home and in-store through the Adidas app.

Toms offers a similar VR experience that transports shoppers to Peru to see how their contributions to Toms initiatives are helping communities there. This type of immersive experience deepens the connection of consumers to a brand as they get fully immersed in the actual impact of the brand’s advocacy on society.

Other AR and VR applications also elevate shopping experiences. These include in-store navigation, immersive product catalogs, and customization tools. They make phygital experiences more captivating. They also connect consumers to brands on an immersive and more emotional level.

Immersive Technologies Are the Core of Phygital

Phygital experiences will be an inherent part of our future. People will come to expect seamless transitions between digital and physical modes in virtually every aspect of life.

Immersive technologies are fundamental to delivering these experiences. Thus, brands that haven’t done so yet must incorporate immersive solutions into their growth strategy. Aside from allowing brands to meet new consumer demands, immersive tech also enables them to deliver more value that gives them a competitive advantage.

How AR and VR Technologies Help Create Phygital Experiences Read More »

coming-product-from-valkyrie-industries-could-put-haptics-on-double-duty

Coming Product From Valkyrie Industries Could Put Haptics on Double Duty

 

Usually, when people talk about haptics we’re talking about making interactions more realistic or immersive. Of course, this is huge for VR. However, as VR develops as a fitness tool, haptics can take on a whole new dimension. Take a recently announced product from Valkyrie Industries as an example.

Understanding EMS

I used to write for health and wellness blogs, so entertain a little physiology rundown. The two branches of this product build on two facts about your body. First, your muscles work through electrical impulses generated by your body. Second, your muscles grow by working against resistance.

As to the first point, your muscles can be stimulated by electrical impulses not generated by your body. Electrical Muscle Stimulation (EMS) uses controlled electrical impulses applied to the muscles, typically in physical training.

As to the second point, resistance can come from an external force like gravity. This is mechanical resistance, which is the basis of most workouts. However, EMS can also provide a different kind of resistance that works out your muscles without the use of some physical source like weights or bands.

So, together, EMS doesn’t just make you feel like you’re doing something – your muscles actually get that benefit. So, what is Valkyrie Industries doing in this field?

This has two big potential benefits for VR: fitness, and general immersion. Valkyrie Industries is primarily focused on fitness, so we’ll start there.

Haptics in VR Fitness

Fitness has been a major use case of VR, primarily through cardio. To dust off my health blogger hat again, cardio is good for your heart and lungs but it doesn’t necessarily do a lot for muscle growth because it doesn’t involve a great deal of resistance. But, it’s the ideal match for VR because VR solves so many of the problems of conventional cardio.

Conventional solo cardio also tends to be boring. Switching things up requires a partner, access to specialized equipment or areas, and other obstacles. VR has largely removed these various barriers by “simming in” items, venues, and even partners. The ability to gamify these activities also makes them more attractive, particularly when paired with social features.

But it still doesn’t do much for muscle growth. Right?

Valkyrie - haptics - EIR Armbands

Valkyrie Industries recently announced Valkyrie EIR. These are bands worn around the upper arm that provide muscle stimulation to the biceps and triceps during your cardio workout in VR. This helps to bring muscle activation into cardio without incorporating weights or bands to get in the way.

Valkyrie also announced EIR Training, VR fitness courses specifically designed for use with the Valkyrie EIR armbands.

Valkyrie - haptics - EIR Training

“The powerful feeling of resistance is integral to the best workout routines,” Valkyrie Industries co-founder and CTO, Ivan Isakov, said in a release shared with ARPost. “We wanted to push the boundaries of immersion for the millions of fitness fans that work out in VR every day. Valkyrie EIR is the next step in that journey, as we build on our expertise with haptic technologies.”

Haptics in VR Generally

Now, let’s talk about general immersion as a potential benefit of EMS. This requires a little extrapolation from the actual Valkyrie Industries releases. But, as we saw above, EMS creates the feeling of physical resistance from a virtual activity. That is here, being used to increase a workout. It could also be used to increase immersion.

In EIR Training, EMS replicates the feeling of resistance from a cable pull. It could also replicate the feeling of resistance from drawing a bowstring, reeling in a fish, climbing a mountain – whatever you like to do in VR.

Haptics as a form of feedback is one of the great pursuits of hardware developers – usually focusing on the hands and body. However, Valkyrie Industry’s armbands only cost $150 – significantly below the price of other haptic solutions.

So, why aren’t I playing Archery Dungeon with EMS right now? There are a few reasons. First, While Valkyrie EIR was announced last month, it isn’t scheduled to ship until next summer. Second, strapping on an armband doesn’t automatically make it reactive to whatever experience you’re enjoying. That would require SDKs and APIs that we haven’t seen yet. But, it’s still early.

Plus, we know that companies like Meta are working on EMG. That’s “electromyography” – tech that detects the electrical impulses in muscles. In VR, it’s a potential input method of future devices. A headset that you communicate with through EMG input and that communicates with you through EMS haptics could have incredible potential for human-computer interaction.

Both Eyes Open

Valkyrie EIR for VR fitness is exciting. The idea of Valkyrie EIR providing haptic feedback for more diverse VR applications? That’s thrilling. But that’s often the problem with emerging technologies: If we keep looking at what might come next, we forget to appreciate what we have today.

Coming Product From Valkyrie Industries Could Put Haptics on Double Duty Read More »

artebinaria-open-air-museum:-imaginary-museums-without-walls-in-augmented-reality

Artebinaria Open-Air Museum: Imaginary Museums Without Walls in Augmented Reality

 

Sponsored content

Sponsored by Artebinaria

 

Artebinaria Open-Air Museum is a brand new technological platform – designed, developed, and curated by Artebinaria – for setting up and opening to the public a collection of imaginary museums in augmented reality, geo-locatable anywhere in the world, and visitable through the app Open-Air Museum, available for iPhone and iPad.

A series of open-air exhibition spaces come to life in augmented reality, offering an unparalleled experience for art enthusiasts, with exclusive installations that evolve over time with new proposals.

Meet Artebinaria

Artebinaria is a tech company based in Florence, Italy, founded by senior software engineer Alessandro Bemporad, operating internationally since 2019 in the field of augmented reality applied to the world of art. The company develops its own solutions on Apple devices and Cloud Computing platforms.

The team is composed of software engineers and art historians, all with many years of experience in their respective professional fields.

Artebinaria believes in augmented imagination – the symbiosis of creativity, knowledge, and technology.

Artebinaria Open-Air Museum in Florence, London, and Paris

The first three imaginary museums are already open at Piazzale Michelangelo in Florence, at Primrose Hill (The Regent’s Park) in London, and at Place-Vendôme in Paris, and offer a selection of 100 masterpieces of painting from the 13th to the 20th century.



The selection of the artworks, and the original content of the information sheets, illustrating the artworks, have been curated by an art historian, the Art Director of Artebinaria, Maddalena Grazzini.

How to Visit Artebinaria Open-Air Museum

A visit to one of Artebinaria’s Open-Air Museums takes place via the app Open-Air Museum by Artebinaria, which allows visitors who are in one of the geo-located museum locations to explore the artworks in augmented reality.

Visits to the Artebinaria Open-Air Museums are free of charge and are offered by selected sponsors, whose logos are visible in 3D directly within the augmented reality scenes.

artebinaria open-air museum augmented reality florence

Each of Artebinaria’s Open-Air Museums is arranged in a series of ‘Pavilions’ and ‘Exhibition Rooms,’ which over time will house new thematic exhibitions.

Inside the virtual rooms, visitors can admire the artworks, displayed in life-size, as if they were hanging on invisible walls which do not conceal their surroundings.

Moving within each imaginary room, visitors can admire the artworks from any perspective. In particular, it is possible to get close to an artwork to discover all its details or touch an artwork in space to view its information sheet.

100 Masterpieces in Augmented Reality

In this first edition, located in London, Paris, and Florence, the Pavilions of Artebinaria Open-Air Museum are dedicated to the themes of everyday life, portraits, mythology, and sacred art. Inside the exhibition rooms are shown 100 paintings of more than 60 great masters such as Giotto, Vermeer, Rubens, Van Gogh, Leonardo da Vinci, Rembrandt, Gauguin, Renoir, Degas, Monet, etc.

artebinaria open-air museum augmented reality london phone

Artebinaria Open-Air Museum in Your City

With the opening of the first museums without walls in Florence, London, and Paris, Artebinaria invites all art history enthusiasts to visit them, and also to propose new locations for the opening of fantastic new Open-Air Museums in augmented reality all over the world.

Why don’t you propose to Artebinaria the opening of an Open-Air Museum in your city, too?

Artebinaria Open-Air Museum: Imaginary Museums Without Walls in Augmented Reality Read More »

6-european-startups-dragging-rail-networks-into-the-future

6 European startups dragging rail networks into the future


When it comes to B2B products, it’s all about building relationships, something that can be challenging for startups entering traditional industries like rail. But over the last few years, the rail industry has reached out to startups to provide a way to gain their insights and draw them into its ecosystem. Examples of these initiatives include the UK’s Rail Innovation Group — an incubator for rail startups — and Deutsche Bahn’s DB Mindbox. Since 2015, the latter in particular, has organised hackathons and supported more than 150 startups with their proof of concept, 60% of which continue their business cooperation…

This story continues at The Next Web

6 European startups dragging rail networks into the future Read More »

here’s-what-to-do-if-you’ve-just-been-laid-off

Here’s what to do if you’ve just been laid off


Suddenly finding yourself unemployed is a precarious position to be in, and not even severance pay can take the sting out of the confidence knock a lay-off brings. The unprecedented tech layoffs that have occurred in recent weeks at the likes of Meta and Stripe have sent shockwaves through the industry, as thousands of workers brace themselves for the task of finding a new role in a less buoyant job market. However, the industry as a whole remains stable. In fact, according to a report by Gartner, IT expenditure is expected to increase by 5.1% and hit $4.5 trillion by…

This story continues at The Next Web

Here’s what to do if you’ve just been laid off Read More »

london-based-flawless-ai’s-‘true-sync’-tech-is-a-revolutionary-approach-to-film-dubbing

London-based Flawless AI’s ‘True Sync’ tech is a revolutionary approach to film dubbing


When British director Scott Mann’s latest film, Fall, was on the precipice of receiving an “R” rating from the MPAA over the number of “F” bombs dropped over its one hour and 47-minute run time, he did what any reasonable person would: he used artificial intelligence to digitally alter the actor’s performances in order to change the swear words into more palatable terms. A stroke of fricking genius, if you ask us. For those who are curious: about 35 “F” words stood between a PG-13 rating and an R rating. Mann’s dilemma, then, became trying to figure out how to…

This story continues at The Next Web

London-based Flawless AI’s ‘True Sync’ tech is a revolutionary approach to film dubbing Read More »

why-the-future-of-ai-is-flexible,-reusable-foundation-models

Why the future of AI is flexible, reusable foundation models


Content provided by IBM and TNW When learning a different language, the easiest way to get started is with fill in the blank exercises. “It’s raining cats and …” By making mistakes and correcting them, your brain (which linguists agree is hardwired for language learning) starts discovering patterns in grammar, vocabulary, and word sequence — which can not only be applied to filling in blanks, but also to convey meaning to other humans (or computers, dogs, etc.). That last bit is important when talking about so-called ‘foundation models,’ one of the hottest (but underreported) topics in artificial intelligence right now. According to…

This story continues at The Next Web

Why the future of AI is flexible, reusable foundation models Read More »

rail-baltica-is-the-sort-of-infrastructure-project-every-continent-needs

Rail Baltica is the sort of infrastructure project every continent needs


All around the world, governments are investing in public transport to reduce car use and create a greener world. And, now, Eastern Europe is going all in with the rail infrastructure project Rail Baltica. Rail Baltica aims to integrate the Baltic States within the European rail network. It’s one of Europe’s most substantial investments to improve mobility and travel options, and it’s the largest Baltic-region infrastructure project in the last 100 years. The project includes five European Union countries — Poland, Lithuania, Latvia, Estonia and, indirectly, Finland. It will connect Helsinki, Tallinn, Pärnu, Riga, Panevežys, Kaunas, Vilnius, and Warsaw. But…

This story continues at The Next Web

Rail Baltica is the sort of infrastructure project every continent needs Read More »

a-guide-to-the-quantum-workforce-of-tomorrow

A guide to the quantum workforce of tomorrow


Welcome to the future. It’s 2022 and the near billion-dollar quantum computing sector has gone from a passion project for forward-thinking physicists to a thriving B2B industry. Experts predict the market for quantum technologies will quadruple in value by 2029.  Simply put there’s never been a better time than right now for potential jobseekers to get in on what, arguably, could be the greatest technological revolution since the advent of the internet. But what if you don’t have a PhD in physics or a background in quantum research?  Fret not. The world of quantum technologies will require a lot more…

This story continues at The Next Web

A guide to the quantum workforce of tomorrow Read More »

varjo-releases-xr-3-retooled-for-training-and-simulation

Varjo Releases XR-3 Retooled for Training and Simulation

 

 

Passthrough is turning VR companies into AR companies. But, it isn’t perfect. Often, the AR view of the world offered via passthrough has less visual fidelity than the VR view. This poses a problem when an AR experience relies on fine details in the physical environment like in simulation and training. Varjo has a solution.

That solution is a modified version of the company’s already awe-inspiring mixed reality headset XR-3. By the way, if your company has any security concerns at all, this headset solves those too.

The XR-3 and the Passthrough Problem

Varjo offers some of the highest-quality VR headsets in the world for remote collaboration and immersion in virtual worlds. However, customers may need a fine blend of both virtual elements and real-world environment. For these users, Varjo released the XR-3 last spring.

The XR-3 mixed reality headset introduced us to “variable passthrough” allowing users to move back and forth from virtual reality to augmented reality and back again. It’s an amazing piece of kit but there’s a catch.

If you’ve ever used passthrough on a device like the Meta Quest 2, you know that the passthrough isn’t crystal clear. Even reviews of the newer Quest Pro, which is based almost entirely around its passthrough feature, say that users can’t do things like read while in passthrough mode.

At least part of the problem is that your eyes can’t focus in passthrough. Passthrough isn’t looking through a clear lens like using AR glasses. Passthrough is looking through a camera’s lens, which is fixed to whatever focal plane the cameras have. That’s the problem that Varjo’s new XR-3 Focal Edition solves.

The Varjo XR-3 Focal Edition

The new XR-3 Focal Edition offers its XR passthrough through two high-resolution 12-megapixel cameras – just like the original XR-3. However, the cameras on the XR-3 Focal Edition are specifically calibrated “to provide an improved image clarity” between about one and three feet away from the user.

Varjo MR headset - XR-3 Focal Edition

“The optimized components in the mixed reality camera system change the distance of the focus so the lens brings a sharper depth of field, closer to the user,” a release shared with ARPost explains.

That makes a big difference for people using the headset to learn how to navigate highly complex environments reliant on extremely fine detail, for example, cockpits or car dashboards. Users can also interact with physical handheld devices like mobile phones or controllers.



“We heard from our customers the need for more precise visuals at a closer distance, specifically when looking at dashboards, cockpits, and cellphones,” Varjo Chief Commercial Officer, Seppo Aaltonen, said in the release. “We responded with the XR-3 Focal Edition to address this need.”

Added Security

Depending on the use case, focal planes might not be the only barrier to using XR – or, not using it as one might like. For many potential users, security concerns are also a problem because XR headsets have to access cameras and audio. Users also have to create accounts and access the internet on headsets – except for the XR-3 Focal Edition.

Varjo Mixed Reality HMD for Pilot Training

The Varjo XR-3 Focal Edition is TAA/BAA compliant, ships with a “perpetual offline license” that does not require an account, and can ship with the radio frequency capability removed. So, while the headset still uses a camera and audio, that info can be kept entirely on the device and any connected computer.

“The XR-3 Focal Edition can support the most demanding security needed for the United States Department of Defense, intelligence, and security-critical infrastructure customers,” reads the release.

Breaking Ground Again

The original Varjo XR-3 deserves to go down in spatial computing history. Despite the amazing features of the original headset, some special-case users couldn’t get the most out of it because of intensive optical needs or intensive security requirements. The Focal Edition optimizes the headset for even these most challenging customers.

Varjo Releases XR-3 Retooled for Training and Simulation Read More »