content creation

treedis-transforms-physical-spaces-into-hybrid-experiences-with-a-new-augmented-reality-app

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.

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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.”

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AR and VR Content Creation Platform Fectar Integrates Ultraleap Hand Tracking

For the  Fectar AR and VR content creation platform users, creating XR content with hand tracking feature has just become simpler and easier.

Launched in 2020, Fectar is “the multi-sided platform that makes the metaverse accessible for everyone, everywhere.” Focused on creating AR and VR spaces for education, training, onboarding, events, and more, and aimed at non-technical users, the company provides a cross-platform, no-code AR/VR building tool.

Last week, Fectar integrated the Ultraleap hand tracking feature within its AR and VR content creation platform, allowing users to build VR training experiences with hand tracking from the beginning.

AR and VR Content Creation With Integrated Ultraleap Hand Tracking

Ultraleap was founded in 2019 when Leap Motion was acquired by Ultrahaptics, and the two companies were rebranded under the new name. Ultraleap’s hand tracking and mid-air haptic technologies allow XR users to engage with the digital world naturally – with their hands, and without touchscreens, keypads, and controllers.

Thanks to the Ultraleap feature, Fectar’s users will now be able to create and share immersive VR experiences that use hands, rather than VR controllers. According to Ultraleap, this makes the interaction more intuitive, positively impacts the training outcomes, reduces the effort of adoption, and makes the experiences more accessible.

Non-Technical People Can Develop Immersive Experiences 

The new addition to the AR and VR content creation platform is a strategic decision for Fectar. The company’s target clients are non-technical content creators. They don’t need to know how to code to create VR apps and tools, including training programs.

This is, in fact, one of the most frequent use cases of the Fectar AR and VR content creation platform. “We want our customers to be able to create world-class VR training experiences,” said Fectar CTO and founder, Rens Lensvelt, in a press release. “By introducing Ultraleap hand tracking to our platform we’re giving them an opportunity to level up their programs by adding an intuitive interaction method.”

VR Programs and Tools – the Future of Collaborative Work and Training

Virtual reality content has expanded beyond the field of games or applications for entertainment. VR is part of education and training, medicine, business, banking, and, actually, any kind of work.

This is why an AR and VR content creation platform for non-technical users, like Fectar, is so successful. Companies worldwide want to create their own training and collaborative VR tools, without hiring developers.

“The combination of Ultraleap and Fectar provides people with the right tools they need to develop the best education or training programs – and makes it easy to do so. We already know that enterprise VR programs improve productivity by 32%,” said Matt Tullis, Ultraleap VP of XR. “By making that experience even more natural with hand tracking, Fectar customers can expect to see their VR training ROI increase even further.” 

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spatial-releases-toolkit-for-“gaming-and-interactivity”

Spatial Releases Toolkit for “Gaming and Interactivity”

Spatial started out as an enterprise remote collaboration solution. Then, it changed lanes to offer virtual worlds for consumer social uses. Now, it could become an immersive gaming platform. At least, in part.

A Look at the Toolkit

The new “Spatial Creator Toolkit” is a Unity-powered interface that allows users to create custom avatars, items, and “quests.” The quests can be “games and immersive stories” as well as “interactive exhibitions” according to a release shared with ARPost.

Spatial Creator Toolkit

“This evolution to gamified and interactive co-experiences is a natural expansion for the platform and the internet,” said Jinha Lee, CPO and co-founder. “With more than 1 million registered creators on the platform today, and almost 2 million worlds, we are committed to empowering all creators.”

The toolkit also features advanced tools for linking virtual worlds together. All of it is powered by visual scripting as opposed to conventional coding. The company said that this allows “zero learning curve and instant scalability.” During a closed alpha phase that began in December, companies with advanced access including Vogue and McDonald’s broke in the toolkit.

Spatial’s Room to Grow

According to the release, the company hopes to become the YouTube of 3D games. “As Adobe is for 2D video, Unity is the software unlocking 3D games and the new medium of the internet. Spatial is like the YouTube for these games, enabling instant publishing to the mass market,” said CEO and co-founder of Spatial, Anand Agarawala. “Anyone can build, the key is unlocking the capabilities to allow the magic to happen.”

Considering plans for a creator marketplace by the end of the year, the new business model is also similar to platforms like Roblox. That platform is a flagship of the gaming creator economy but has so far stayed away from NFTs.

Having fully embraced NFTs, along with other Web3 building blocks like cross-platform avatar compatibility through Ready Player Me, Spatial has a lot of opportunities and tools at its disposal that platforms like Roblox don’t. These include partnerships in the larger Web3 community, and at least some level of interoperability with other immersive platforms.

In short, we still have to see where this direction takes the company. But, it looks like calling the platform a “YouTube” or a “Roblox” might be selling it short. Both of those are massive creator-driven online marketplaces and communities, but both of them are limited by their own walls and that might not be true of this new side of Spatial.

Let’s See How Far it Goes

Skepticism about what may seem like another blockchain game drive is understandable. However, blockchain games that have let users down in the past were largely trying to shill their own products with questionable infrastructure. Spatial is a proven company with an open ecosystem that has nothing to gain by anyone losing. This should be fun.

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Flipside XR Launches Free VR App Flipside Studio for Animated Content

Virtual reality company Flipside XR has launched a new app designed for creators called Flipside Studio. Launched on March 2 with support from Meta, the VR app enables users to build animated content in real time, using advanced virtual production tools. Finished projects can be uploaded and shared on YouTube, TikTok, Twitch, and other social media platforms.

Flipside Studio virtual reality app

The VR app is part of Flipside XR’s goal to impact the entertainment industry using virtual and augmented reality.

A VR App to Empower Creators

In creating Flipside Studio, Flipside XR aims to encourage video content creators to harness virtual reality for creative expression. The app contains a number of tools and features that allow users to produce engaging, high-quality videos powered by VR.

With almost 100 video tools available, content creators will find that making videos has become more fun and more imaginative. The app works with Meta Quest 2 and Rift/Rift S VR headsets for motion capture technology, so animation production is easier.

In the press release shared with ARPost, Flipside XR CEO and co-founder Lesley Klassen emphasized the potential for users. “Creators can easily produce innovative, professional animated content that can be monetized across their social media channels offering endless opportunities to share original, engaging content with their audiences,” Klassen said. In addition, he noted the wide variety of added features since the early access version of the app, allowing users to create animated content more efficiently with VR.

And perhaps the best part of Flipside Studio? The app is available on the Meta Quest Store for free, so anyone can try it out and discover or unleash their inner animator.

Features That Bring Creative Ideas to Life

From amateurs to professionals, video creators will find Flipside Studio’s tools easy to use. It’s packed with features that will bring to life their most creative stories. Flipside XR aims to drive VR technology to the mainstream of arts and creativity. Thus, this new VR app is a step closer to their vision of accessible VR technology to everyone.

Some of the notable features of the Flipside Studio app include:

  • Sets and props – The VR app has a wide selection of sets to choose from, plus hundreds of props.
  • Character customization – The virtual reality app is integrated with Ready Player Me, so users can customize their own characters. Meanwhile, those without Ready Player Me access can use available in-app characters.
  • Production tools – Take advantage of multiple professional production tools like virtual cameras, lights, and teleprompters. Users can adjust and manipulate cameras as in real life, with a variety of camera angles and speeds.
  • Collaboration tools – Users can share the fun of video production with other creators using Flipside’s collaboration features. Creators can work on one virtual set, whether they’re doing a solo project or working with two or more people.
  • Live-streaming and recording capabilities – Share animated content via live-streaming on major social media platforms; users can also record and upload it on their channel at a more convenient time.
  • Advanced Flipside creator tools – Fully customized sets, props, and characters are possible with Flipside’s advanced creator tools through its Unity plug-in.

Virtual reality app Flipside Studio

After six years in development and thousands of beta testers, Flipside Studio is finally available for those looking for a way to upgrade their animated content production.

Leveling Up Entertainment With Flipside Studio’s VR Technology

In recent months, creators like comedians Jordan Cerminara and Rodney Ramsey have used Flipside to add value to their content. No longer confined to gaming, AR/VR in entertainment is unlocking creative ideas in the creator economy.

The release of the Flipside Studio app coincides with the growth of the creator economy, estimated by experts to reach more than $100 billion. With the tools provided by the app, creators can elevate their content using VR for more immersive and engaging experiences.

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Metaverse – Expectations vs Reality, Part 1: Technological Possibilities

 

I believe it is necessary to address the gap between customer or audience expectations and actual reality. From my personal experience (I have a small VR company), I realize that there is still a lot of confusion.

But I want to make a premise on the metaverse first.

First Things First: Metaverse Doesn’t Exist Yet 

The point is that the metaverse, whatever it is, does not exist yet. So when I say metaverse, what I mean is immersive technologies + blockchain-related digital assets (NTFs and crypto).

The unrealistic expectations of the public are such because of two large series of problems:

  • The actual technological possibilities, and
  • The costs.

Distance Between Desires and Reality: The Technical Challenges

When you hear the word metaverse, do you imagine The OASIS from Ready Player One?

If this is what you see in your head, I am sorry to tell you that we are very far from that. I think it will take a couple of decades at least before we can have the technology of the film. Frankly, it could still be 50 years away.

Before we reach such an advanced level of VR, we must first work on the following: hardware, infrastructure, interoperability, and content.

Hardware

We have excellent headsets, but the maximum definition of the images is still very far from that proposed by the film. At the moment the maximum definition of affordable headsets like the Quest 2 is 4K (to be precise 1832 x 1920 pixels).

Movement in virtual worlds is not yet achievable as seen in the film. “Living room” solutions have been studied for years, but still nothing has gone just beyond the prototype phase or is marketable to the general public.

To move in VR the most used solutions are teleportation or directional lever on controls. It is absolutely possible to create virtual environments in 1:1 scale in which to move by walking, but these need a corresponding real environment that is as large as the virtual one and motion sensors scattered throughout the real environment, so you can track the movements in the space of your body. The Void was a virtual arcade experiment that used this principle. The experiment failed, but was still spectacular.

To be totally honest, I doubt whether a virtual world of this type makes sense or not. What would be the use of this? We’ll see.

Infrastructure

The amount of data that the entire infrastructure should be able to manage for the real-time rendering of objects, avatars, and environments is impressive. We are not talking about a video game – difficult, but manageable by the computational power of the machines and servers we have now.

We are talking about something infinitely larger. It should be able to keep all possible users online at the same time, without the risk of crashing, and also possibly “save” the results of the actions performed.

Let’s take an example to clarify what I mean. If you and your avatar break a wall in the virtual world, hypothetically, that wall must remain broken or not? If another avatar passes after half an hour, how is the matter handled? Making the actions performed and their consequences permanent adds complexity. Metaverse expert Matthew Ball talks about it in this short video, if you’re interested.

Interoperability

This is currently the mother of all challenges. The main problem is that there are no shared standards among the various potential actors of the metaverse.

By interoperability, I mean the possibility that content produced on a platform can then be used, displayed and shared on others. The example that Ball makes in the video above is that of a photo on Facebook. You can download it and then use it on Snapchat or upload it to a site that provides this possibility.

This is possible because Facebook has the option to download the photo and because there are standard photo formats that are accepted everywhere. You can imagine how much more complex it is for a 3D file like those that are used and should be exchanged in the metaverse. And this is both because of the larger size of the files themselves, and because there is still no shared standard.

Freely Usable Content for Everyone

One last illusion is content. Lack of content is one of the main obstacles to the mass adoption of spatial computing. The end user, however, expects to find available and customizable apps, for their specific field.

Let’s clarify with an example. Last week I received a request for “software that can be used as training for security guards and other armed figures.” Essentially, the person was looking for a ready-made application. There are some industries where this is already possible. Think of Osso VR, a company that specializes in surgical training.

But this is undoubtedly a bright exception in the current landscape. Therefore, for the moment, in most cases, the only solution remains that of the ad hoc experience, tailor-made for the customer … if they can afford it.

The Big Question Mark

The technical challenges mentioned above – we’ve reported the biggest and most obvious, but they don’t end there – prompt a fundamental question: is it all worth it?

Is it worth using intellectual energies to square the circle, so to speak, and solve them? Spatial computing, virtual reality, and augmented reality have a very impactful potential, in my opinion. And the quest for improved usability leading to mass adoption is a good thing.

But does a digital world in which to immerse ourselves and live part of our lives, with implications that reach out to the real world, really serve us as a human race? Does it have any real use? In short, is a complete, global, interoperable metaverse a useful perspective?

I  do not have an answer to this question. Many doubts, few certainties. And I reserve the right to reflect and study further before expressing an opinion on the matter.

At the beginning, I also mentioned the costs.

In the next part of this article, I will delve more into this.

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