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Celebrating the 2023 FIFA Women’s World Cup on Snapchat

The 2023 FIFA Women’s World Cup is on – and celebrations aren’t limited to the physical world. A number of innovative activations on Snapchat ensure that fans everywhere can feel like a part of the action.

Snap’s 2023 FIFA Women’s World Cup Lenses

While AR activations can be fun, they don’t often add much real value for people actually following the sport. Snap’s USWNT (the US Women’s National Team) Team Tracker Lens uses brand new tech and classic Snapchat style to display real-time team and player information. Another lens can be used to preview Stories augmented with content from the U.S. Soccer App.

2023 FIFA Women’s World Cup Team Tracker

Curious about other teams to follow? A lens created with FIFA’s “Fancestry” quiz helps fans follow new teams based on a brief personality survey – with a unique digital jersey representing your “Fancestry.”

FIFA Fancestry lens -  2023 fifa women's world cup

Whatever team (or teams) you choose to support during 2023 FIFA Women’s World Cup, you can show your colors with the Across the Globe Lens with a different selfie lens for every team.

Global country fan lenses Snap - 2023 fifa women's world cup

Or, show your support for women’s sports in general with the TOGETHXR Lens. And, of course, all of the teams have their own stickers and bitmoji fashions to further customize your communications.

Togethxr Lens - 2023 fifa women's world cup

“Snapchat is honored to be a part of the 2023 World Cup,”  Snap’s Strategic Partnerships Sports Lead Emma Wakely said in a release. “Through immersive content coverage, creator collaborations, and new, innovative AR experiences, Snapchatters will have an unparalleled opportunity to express their football fandom like never before.”

Snapchat’s Playbook

Snap’s strategy for the package is an interesting play. For the most part, the engagements are more stylized than those employed last year for the (Mens) World Cup Snapchat celebrations. However, these interactions are more … interactive. Though, Snap’s Live Garment Transfer Technology does make a comeback for an AR jersey activation similar to the one we saw last year.

Perhaps the most in-depth lens in terms of interactivity is the USWNT Team Lens. This activation is most like a multi-player partnership through which Snap augmented the Superbowl last year – but that app was only for fans physically at the Superbowl. And what is AR for if not for expanding experiences to people who can’t be at one given physical location?

Don’t forget, the Snap team isn’t the only one making lenses. To find all lenses, including those made through partnerships or by independent creators, tap the explore tab on the Snapchat camera screen and search “Women’s World Cup” or “2023 FIFA Women’s World Cup.”

Celebrate the Big Games

This has just been a look at Snapchat’s AR integrations around the 2023 FIFA Women’s World Cup. There are also special Stories, Cameo content, Spotlight Challenges, Snap Map features, and more. So pick your team and go crazy.

Celebrating the 2023 FIFA Women’s World Cup on Snapchat Read More »

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Looking Forward to AWE Asia 2023

If you get all of your AWE coverage from ARPost, you might be under the impression that the event is only in California – but it wouldn’t be much of a “World Expo” then, would it? In addition to frequent all-online events, AWE consists of three in-person events each year: AWE USA, AWE Europe, and AWE Asia.

AWE Asia, this year taking place in Singapore, is fast approaching, with the agenda now finalized. Attendees can look forward to hearing from over 60 speakers in over 60 sessions including keynotes, talks, and panels over the course of the two-day conference. Let’s take a look at some of the most exciting sessions.

AWE Asia Keynotes and Addresses

Day One starts off with an opening ceremony by AWE co-founder Ori Inbar, joined on-stage by AWE Asia President and Vice President, Gavin Newton-Tanzer and Ryan Hu. This session is followed by back-to-back keynotes by HTC Global Vice President of Corporate Development Alvin Graylin and University of South Australia professor Dr. Mark Billinghurst.

Day Two also starts off with keynotes. First, “Metaverse as the Next Biggest Thing: Challenges, Roadmaps, and Standardization” by IEEE president Dr. Yu Yuan. This is followed by “ifland: A Case Study on Telco Collaboration in Building a Global Metaverse Platform” presented by SK Telecom Vice President Ikhwan Cho and Deutsche Telekom Senior Director of XR and the Metaverse Terry Schussler.

Day Two then closes with remarks and awards from Inbar, Newton-Tanzer, and AWE Asia COO and Content Director David Weeks.

The keynotes and addresses are great because they often feature some of a conference’s biggest announcements and most anticipated speakers. They’re also great because nothing is scheduled at the same time as a keynote. From here, we’ll have to start making some tough calls.

Day One Sessions

Following the AWE Asia welcome address and keynotes on Day One, the crowd is sure to split. Remain near the main stage to hear NVIDIA’s Vanessa Ching discuss “Developers, Platforms, and AI.” Venture off to a substage to hear Joe Millward and Kyle Jackson of Talespin talk about “Scaling XR Content for the Enterprise With Generative AI.”

Next up. Niantic Senior VP of Engineering, Brian McClendon, explains how “Niantic is Powering AR, Everywhere, All at Once.” Having seen this talk at AWE USA, I can tell you it’s worth seeing, but I can also point out that you could watch the recording online and stretch your day a little further.

Another tough decision follows. Will it be “How AI Will Enhance the Metaverse and Education” with Meta Head of Global Education Partnerships Leticia Jauregui and Zoe Immersive CEO and co-founder Emilie Joly? Or will it be “Beyond Loudness: Spatial Chat and the Future of Virtual World Communication” with Dolby Laboratories Developer Advocate Angelik Laboy?

Day One’s Marathon on the Main Stage

The afternoon of Day One has a lineup of promising presentations on the main stage. Starting, Immersal Chief Marketing Officer Päivi Laakso-Kuivalainen and Graviton Interactive co-founder and Managing Director Declan Dwyer talk “Revolutionizing Fan Engagement: Augmented Reality in Stadiums Powered by Visual Positioning Systems and Spatial Computing.”

This is followed by Linux Foundation General Manager Royal O’Brien talking about “Inspiring Game Development Through Open Source.” Then, keep your seat to hear Trigger XR founder and CEO Jason Yim talk about retail, advertising, and e-commerce. A little later on the same stage, Mindverse.AI co-founder and COO Kisson Lin talks about the Web3 creator economy.

Day Two Sessions Main Stage Sessions

One can’t-miss session on Day Two comes from Dispelix APAC VP of Sales and Partnerships Andy Lin, presenting “PERFECTING COMFORT – Vision Behind Dispelix Waveguide Combiners for Near-to-Eye XR Displays.”

Some of the last regular sessions on the main stage before the AWE Asia closing address look promising as well.

First, Infocomm Assistant Director of Innovation Joanne Teh, Deloitte Center for the Edge Southeast Asia Leader Michelle Khoo, Serl.io co-founder and CEO Terence Loo, and SMRT Corporation Learning Technologies Lead Benjamin Chen have a panel discussion about “The Future of Immersive Experiences: Navigating the World of XR.”

Immediately following the panel discussion, Google’s Toshihiro Ohnuma takes the stage to discuss “Connecting Both Worlds – Google Maps and AR Core.”

In between those sessions, the substages look pretty promising.

Major Side-Stage Attractions

After Lin’s talk, head over to Substage 1 for a series of promising talks. These start with Maxar Technologies Business Development Manager Andrew Steele presenting “Experience the Digital Twin Built for Connecting Your XR Content With the Real World. “ The world-scale digital twin won the Auggie for Best Use of AI at the awards ceremony in Santa Clara this spring.

Up next on the same stage, Anything World co-founder and Creative Director Sebastian Hofer explains “How AI Is Powering a Golden Age in Games Development.”

A quick break between sessions and then back to learn about “ThinkReality Solutions Powering the Enterprise Metaverse” with Lenovo Emerging Technologies Lead Martand Srivastava and Qualcomm’s Kai Ping Tee.

Lots to Take In

AWE Asia being two days instead of three certainly doesn’t solve the classic AWE problem of there being just too much amazing content to take in everything. At least, not live anyway.

To attend AWE Asia yourself, get tickets here, and use our code AW323SEB25 for 30% off the standard ticket and PAR23VSEB for 35% off the VIP ticket.

Looking Forward to AWE Asia 2023 Read More »

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Is Apple Vision Pro Ready for Mainstream Use?

The long wait for a mixed reality headset from Apple will soon be over with the recent launch of Apple Vision Pro. Earlier this month, Apple unveiled its highly anticipated XR headset at the WWDC 2023 event. The Apple Vision Pro is set to hit US Apple stores in early 2024.

Being the first major hardware launch of Apple after almost a decade, the Vision Pro is expected to be received with great enthusiasm. While it’s an undoubtedly powerful device packed with state-of-the-art features, the question remains: Is the Apple Vision Pro truly ready for mainstream use?

To delve deeper into how this development impacts the future of XR, we asked some experts to share their insights on Apple Vision Pro.

Apple Vision Pro: Pushing the Boundaries of Mixed Reality Technology

Compared with other available AR and MR headsets, Apple Vision Pro has raised the bar in several aspects. For Dominik Angerer, CEO of headless CMS Storyblok, this launch could potentially be another “‘iPhone moment’ for Apple, pushing the boundaries of how we perceive and interact with digital content.”

Nathan Robinson, CEO of Gemba, finds the technology sleek, responsive, comfortable, and highly performant. According to him, Apple’s user-centric design philosophy is evident in the Vision Pro’s external battery pack, wide articulated headband, and visual passthrough capabilities—all ensuring comfort and convenience even for extended use.

Michael Hoffman, Mesmerise Head of Platform and CEO of IQXR, also highlights the unparalleled ergonomics of the Vision Pro. For him, the Fit Dial that enables adjustment for a precise fit, the Light Seal that creates a tight yet comfortable fit, and multiple size options will all be crucial to the success of the product.

Performance-wise, experts agree that Vision Pro is powerful. Emma Ridderstad, CEO of Warpin Reality, believes that the use of two chips, R1 and M2, will improve real-time processing, reducing the amount of lag time experienced while using the headset.

However, some experts aren’t that impressed. Eric Alexander, founder and CEO of Soundscape VR, thinks that the Vision Pro is strong for a mobile headset but still pales in comparison to PC VR. “The sprawling, highly-detailed, 3D rendered worlds we build here at Soundscape won’t be possible on the Vision Pro yet as their M2 chip has less than 10% of the rendering horsepower of an Nvidia GPU,” he told us.

For Joseph Toma, CEO of the virtual meetings and events platform Jugo, the Vision Pro’s hardware can be overkill, no matter how powerful it is. He notes that advances in spatial AI, augmented reality, and mixed reality AI make bulky hardware unnecessary. “Apple’s Vision Pro may not be the product that ushers in this new era. While the tech is great, the future is about building something that includes everyone and can deliver mixed reality experiences without the constraints of bulky hardware,” Toma said.

Is the Apple Vision Pro Truly Ready for Mainstream Use?

While the Apple Vision Pro represents a significant leap forward in mixed reality technology, experts have varying opinions on its readiness for mainstream adoption.

apple vision pro

Some argue that its current price point and the need for continuous advancements in software and content might limit its appeal. Others point out that existing platforms already offer immersive experiences without the need for bulky hardware, and Apple might face challenges in convincing the masses to invest in the Vision Pro.

Retailing at $3,499, the cost of the Apple Vision Pro is several times over the $499 price tag of the Meta Quest 3. For Robinson, this prohibitive price will be a large contributing factor to a slow adoption curve. However, he believes as the price falls and the number of applications grows over time, this technology will gain a much wider audience.

While Hoffman also sees the need for more cost-effective options, he believes that Vision Pro is ready for mainstream adoption. “Vision Pro is absolutely ready for mainstream adoption, especially because it’s made by Apple,” he said. “Once Apple launches a product, users typically flock to it.”

Still, some experts believe that Vision Pro isn’t ready for mainstream adoption yet. While initially impressed with the headset, Ridderstad noticed features that were centered around “looking and clicking” rather than 3D VR interactions. “I do think that Vision Pro won’t be ready for mainstream adoption until there’s been a few iterations of the headset,” she told us. “We’ll need to see some evolution from Apple in order to make mixed reality truly mainstream.”

For Alexander, the mainstream adoption of Vision Pro is still a few years out. Although he doesn’t see the price point being a hindrance to adoption, he believes that developers need time to build compelling apps that give people something to do on these devices outside of the novelty factor.

Toma, sharing a similar sentiment, said that, even though “the merging of the tangible and virtual worlds is an impending reality,” we’re still far from seeing these tools adopted on a massive scale by consumers and businesses. “The Vision Pro’s success depends on whether consumers will embrace a bulky, expensive piece of hardware they don’t need for the immersive experience Apple is promoting,” he said.

However, as Angerer points out, “Every technological leap comes with its share of skepticism.” While he understands why there are those who argue that Apple’s headset is not ready for mainstream adoption because of its size, he believes it’s important to remember that Apple has consistently placed high importance on balancing aesthetics with practicality. “Existing platforms may offer similar experiences, but Apple’s unique selling proposition often lies in its seamless user experience and integration across devices, which could give Vision Pro an edge,” he said.

Reshaping Industries: Applications of Apple Vision Pro and Other MR Headsets

Regardless of their readiness for mainstream use, mixed reality headsets like the Apple Vision Pro have the potential to transform various industries. Experts foresee numerous applications in fields such as healthcare, education, architecture, and entertainment.

In healthcare, for instance, mixed reality can aid in surgical simulations and remote medical consultations. In education, immersive learning experiences can enhance student engagement and comprehension. Architects can utilize mixed reality to visualize designs in real-world environments, while the entertainment industry can create entirely new levels of interactive experiences for consumers.

According to Hoffman, Vision Pro will be a game changer that unlocks high-value enterprise use cases. “Collaboration is essential for most scenarios that merge the physical and virtual. To be viable, eye contact is key for co-located participants, and faithfully conveying gaze and facial expressions is key for remote participants,” he explained. “Apple masterfully tackles both, making it possible to collaborate with any combination of co-located and remote participants where everyone wears a device. This combining of the physical and virtual worlds is critical for so many scenarios: task guidance, IoT digital twins, skills training, AI-enhanced inspections, augmented surgery, logistics, and space planning.”

A Promising Outlook for Apple Vision Pro and Mixed Reality Technology

As industry experts have highlighted, factors such as pricing, content availability, and competing platforms could influence its widespread acceptance. Nonetheless, Vision Pro and other mixed reality headsets are set to reshape industries and open new possibilities. The future of mixed reality holds immense promise with continued advancements and a growing ecosystem, and the Apple Vision Pro stands at the forefront of this transformative journey.

Is Apple Vision Pro Ready for Mainstream Use? Read More »

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Meta Quest 3 and Apple Vision Pro: A Tale of Two Headsets

Both Apple and Meta revealed highly anticipated headsets in the last seven days. The hype is just about the only thing they have in common. The two headsets have different audiences, different affordances and requirements, and drastically different price points. As such, they illuminate two drastically different approaches to the XR space.

The Meta Quest 3

The Meta Quest 3 has been the subject of rumors, speculation, leaks, and outright fabrication probably since before the Quest 2 came out. But, it was officially announced last week and is set to launch this fall.

The headset has been relatively easy to speculate on, seeing as it is the fourth iteration of flagship headsets in a familiar and built-out hardware and software ecosystem. As was largely expected, the Quest 3 appears to largely be a blend of the successful elements of the Quest 2 and some of the more advanced features that we saw from the Quest Pro.

From fairly early on, the Quest Pro was largely seen as a dev kit and a testing ground for future products. Pro hallmarks coming to the Quest 3 include color passthrough and the Pro controllers. The price of the Quest 3 is significantly less expensive than the Quest Pro, if slightly more expensive than the Quest 2, coming in at $499.

Following the announcement, most of what we have to go on as far as what kind of punch the Quest 3 packs still does largely come from speculation. Where previous Quest headsets were announced at last year’s Connect – Meta’s biggest annual event – the Quest 3 was announced through a relatively low-key social media campaign on the morning of the Meta Gaming Showcase.

Meta Quest 3 headset

As anticipated as the Quest 3 has been, it might not be the most hyped headset of all time – or even the most hyped headset to come out this week. Meta’s seemingly hasty announcement of the Quest 3 seems to have been timed to come out before Apple’s announcement of the Vision Pro.

The Apple Vision Pro

Apple’s entry into XR has long been awaited – if only because the company has repeatedly put off announcing a product. So, after all of the wait, what can the headset actually do?

The headset’s 12 cameras, five sensors, and six mics enable controller-free tracking, voice interactions, and impressive audio. Connected to a device it can run all day, but a battery pack will let it run on its own for two hours. Apple reported over 10 million pixels per eye, but did not release familiar resolution metrics or field-of-view.

The headset is capable of handling 3D assets sent via messages, and it constructs a 3D avatar that can be used in video calls. Developers with early access include JigSpace, and the headset’s software is compatible with Unity.

All of that said, currently available material doesn’t show a lot of actual XR content. The headset arguably looks more like what industry insiders call an “AR viewer” – that is, rather than providing spatial content, it provides a spatial interface for 2D content. That also made up the bulk of Apple’s demonstrations of the headset – and their justification for its massive price tag.

“If you purchased a new state-of-the-art TV, surround-sound system, powerful computer with multiple high-definition displays, a high-end camera, and more, you still would not have come close to what Vision Pro delivers,” Apple’s Technology Development Group VP Mike Rockwell said in the WWDC event that introduced the device. “Apple Vision Pro starts at $3,499.”

Apple Vision Pro headset

That raises an interesting question for the XR community. An Apple Vision Pro might be able to replace all of those things. But, could it replace a Meta Quest?

New Headsets and the XR Ecosystem

Both the Quest 3 and the Apple Vision Pro had XR experts excited. Many aren’t necessarily viewing the two headsets as in competition, but are rather thinking about how the headsets’ introduction will affect the general XR ecosystem.

“The Quest 3 has finally been announced, which is great for everyone in the industry,” 3lbXR and 3lb Games CEO Robin Moulder said in a talk at this year’s Augmented World Expo. “Next week is going to be a whole new level when Apple announces something – hopefully.” 

On the morning of the third day of AWE, the Quest 3 had been announced just an hour or so earlier and the Apple announcement had yet to be aired. However, a number of speakers presented the same idea – this is an exciting time for XR and Apple is contributing to that momentum rather than creating that momentum on its own.

A Bushel of Apples in XR…

One of the XR community’s biggest hopes regarding Apple’s entrance into the market is that XR will be catapulted to the mainstream by Apple’s gravitas. One of the main concerns is that Apple tends to play by their own rules, so a wave of new Apple XR users might be disruptive (or at least, not additive) to XR’s established ecosystem. Not all share this concern.

“If Apple does announce something, they’ll do a lot of education,”  Khronos Group President Neil Trevett said during a panel at AWE. “It will progress how people use the tech whether they use open standards or not.”

Now that we’ve seen from Apple, it’s worth wondering how much education would be involved. The Vision Pro seems largely intent on offering a spatial view of Apple’s apps rather than on incorporating existing XR solutions and uses.

“Apple is not seeking to build a wide XR ecosystem with a cheaper device, like Meta with the Quest line-up,” XR analyst Tom Ffiske wrote on the headset. “The company instead seeks to monetize an already-lucrative subsection of its audience with high-margin subscriptions and software, accessible at a $3,499 price tag.”

Make no mistake: at least for now, Apple Reality Pro is another Apple device within the Apple hardware ecosystem. It is not a new XR device within anything like a metaverse ecosystem.

Apple Vision Pro

“Apple Reality Pro’s biggest advantage is integration into the Apple ecosystem,” VRDirect founder and CEO Rolf Illenberger said in an email shared with ARPost. “The all-important ability to go from the iPhone, to iPad, to Apple Watch with a similar user experience and low barrier to entry… That’s where we believe the potential exists to create believers in AR.”

Mesmerise Head of Platform, Michael Hoffman, is of the same opinion, “Compatibility with other iOS devices will also help the headset integrate more seamlessly into daily life.”

…Or a Rush on Pears?

The next question is whether Apple can bring people into XR without the Vision Pro. Meta (ignoring its various evils) did a lot to introduce people into the XR universe through incredibly low price points. This is not a game that Apple is playing at all – there probably won’t be too many Vision Pro headsets sitting under Christmas trees this year.

That doesn’t mean that Vision Pro doesn’t have a future. After all, this is the first iteration and it hasn’t even hit the market yet.

“The wire may prevent some users from purchasing the product, and the price tag will scare away many people,” Mytaverse CTO and co-founder Jamie Lopez said in an email shared with ARPost. “But Apple has a long history of lowering prices and making new hardware easier to use. Time will tell how Vision Pro changes the world.”

Still, the announcement may have brought people’s attention to XR in the shorter term. If the sticker shock scares them away from the Vision Pro but doesn’t scare them away from XR, they may find that a lot of what the Vision Pro announcement demoed is already possible on far more affordable headsets.

#WWDC23 pic.twitter.com/FVB2iu5zy0

— XREAL 👓 (@XREAL_Global) June 6, 2023

XREAL (formerly Nreal) made this connection on Twitter and, (potentially unpopular opinion) I didn’t see Apple showing the Vision Pro doing a whole lot of things that the XREAL Air can’t do – and the XREAL Air is literally a tenth of the price.

To be clear, Apple claims sarcastically high resolution for the Vision Pro. This allows users to do things like read emails and webpage text in-headset. This is still a bit of a tall order for products like XREAL.

Advancing Next-Generation Inputs

“By the time we have the Apple headset and the new Quest 3, everybody is going to be freaking out about how great hand tracking is and moving into this new world of possibilities,” said Moulder.

Hand-tracking does play a huge part in the Vision Pro announcement, as the Vision Pro doesn’t have controllers. While it can connect to other devices like Bluetooth keyboards, the headset uses a combination of gaze tracking, hand tracking, and voice commands – which was a first sign that the headset might not be particularly robust for applications like gaming.

Meta, on the other hand, has been experimenting with inputs like voice and gesture controls since the Quest 2, but is by no means ditching the controllers. As cool as gesture recognition is, more robust applications like games and enterprise applications require more nuanced controls – and for now, that still means buttons.

For what it’s worth, Moulder advocated for an input system that uses one controller for things like conjuring menus and one free hand for fine interactions. I would like to see a system like that work with applications like Nanome that provides intuitive interactions that would be great with hand tracking, but provides enough interactions that controllers are still the only way to go.

“Current hand tracking technology does not meet the needs that 6DoF controllers can provide, which consumer AR glasses don’t,” Nanome co-founder and CEO Steve McCloskey told ARPost in a recent in-platform interview.

Time Will Tell

Will flocks of people buy the Apple Vision Pro? Will those that don’t, pick up headsets like the Quest 3 or even consumer AR glasses? Do Quest 3 and Apple Vision Pro exist in the same market, or was Zuckerberg wrong to time his announcement in a way that forced the two headsets into an artificial narrative? All I know is, it’s going to be an interesting couple of years.

Meta Quest 3 and Apple Vision Pro: A Tale of Two Headsets Read More »

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Celebrating the 2023 Auggie Awards and XR Prize Challenge

The Augmented World Expo has its own awards ceremony – the Auggie Awards. Watchers of the XR space submit nominations and vote for their favorites. A panel of distinguished judges then selects the winners from among the finalists. Or, at least, that’s how it works for the first 16 categories.

The Best in Show awards, the XR Startup to Watch, and a few other Auggie Awards are determined differently. This year also saw the award of the XR Prize Challenge that AWE founder and CEO Ori Inbar announced last year.

The 14th Annual Auggie Awards

“I’m super excited to be hosting the Auggie Awards ceremony for the 14th year,” said Inbar. “The Auggie Awards have been recognizing XR since 2010.”

Ori Inbar and Auggies

Inbar shared that there were a record 377 nominations this year, which public voting narrowed down to 89 finalists before 30 judges chose the 16 winners. Or, the 13 winners, as one organization left with a record-breaking three awards.

Auggie Awards 2023 judges

Best Art or Film

Developer, entrepreneur, and consultant Antony Vitillo, perhaps better known as “Skarred Ghost”, presented the first Auggie Award of the night for Best Art or Film.

“I totally love storytelling experiences and the emotions they give me,” said Vitillo.

The Auggie Award went to Delta Reality for The Museum of Digital Life. The massive multi-user art exhibit includes everything from 2D photographs to 3D objects and virtual worlds. Delta Reality was also nominated in the same category for The Metaverse Park and was up for Best Enterprise Solution and Best in Location-Based Entertainment.

The group won over Mutienliao, Oregon Shakespeare Festival, and Ferryman Collective. Unfortunately, no one from Delta Reality was present to accept the award.

Best Campaign

It was the “great pleasure” of University of South Australia Professor of Computer Human Interaction Mark Billinghurst to present the Auggie Award for Best Campaign. The award went to Zappar for Countdown: Bricks Farm. The interactive game for a New Zealand Supermarket included social lenses, games, and recipes.

Ori Inbar, Caspar Thykier, and Mark Billinghurst

“We talk about technology, but it’s all about the people,” Zappar CEO and co-founder Caspar Thykier said in accepting the award.

The experience beat out two experiences by CamOn XR and an experience by Viewtoo, as well as another Zappar experience that had also been nominated. Zappar was also up for Auggie Awards in the categories of Best Creator & Authoring Tool, Best Developer Tool, Best Headworn Device, Best in Location-Based Entertainment, and Best Societal Impact.

Best Collaboration Tool

Sony Electronics Head of XR Business Development Thaisa Yamamura was “honored to present” the Auggie Award for Best Collaboration Tool. She also presented the winner with a 15.6in Sony Spatial Reality Display.

The Auggie Award went to Pfizer for VR collaboration tools used in developing the COVID-19 vaccine, and was accepted by a representative of the company. Also nominated were Arthur, Morpheus, Holo-Light, and R3DT GmbH.

Best Consumer App

“We spend a lot of time talking about enterprise XR, and for good reason, but the consumer market is where things really scale,” XR analyst Mike Boland said in introducing the Best Consumer App category.

The Central Library of Düsseldorf App, by Exponential Dimensions, took home this award, despite facing stiff competition from the likes of Snap Inc. and Overlay LLC. The Auggie Award was accepted in person by a representative of the City of Düsseldorf.

Best Creator & Authoring Tool

“This is an exciting category because these are the tools we can all use to create amazing worlds for each other,” All These Worlds LLC founder Jackie Morie said in presenting the Auggie Award for Best Creator & Authoring Tool.

The Auggie Award went to Snap Inc for Lens Studio with fellow nominees Overlay LLC, Zappar, HoloPundits, ARSOFT, and DEEPFINE. The award was accepted in person by a representative who passed on praise to the “300,000 AR creators creating with us.”

Best Developer Tool

Another Snap representative, Head of Platform Developer Relations Tessa Kriesel, took the stage next to present the Auggie Award for Best Developer Tool. This category could have gone to anybody with finalists Blippar, Zappar, 8th Wall, Holo-Light, and Qualcomm, but echo3D took home the prize.

echo3D Auggie Awards 2023

Best Enterprise Solution

“XR Tech has the power to change the way we work but only when we have enterprises who do the development and work to bring those projects to us,” AWE Advisory Council member Shelley Peterson said in presenting the Auggie Award for Best Enterprise Solution.

Nominees in the packed category included Lowe’s Innovation Labs, Delta Reality, and HoloPundits, but Ajna Lense, an MR developer headset by Indian company Dimension NXG took the prize. The same headset was also a finalist in the Best Headword Device category.

Best Game or Toy

“This one has a special meaning to me as someone who has devoted his entire life to a toy,” skateboarder Rodney Mullen said in presenting the Auggie Award for Best Game or Toy.

Resolution Games was nominated for both Demeo and Spatial Ops, ILMxLAB was nominated for StarWars: Tales From the Galaxy’s Edge, and DB Creations was nominated for Table Trenches. However, the prize went home with the team of Innersloth, Schell Games, and Robot Teddy for Among Us VR. Or, it will be mailed home, as no one accepted the award in person.

Best Headworn Device

Science fiction author Daniel Suarez had the honor of presenting one of the evening’s most anticipated Auggie Awards – and perhaps the one with the stiffest competition.

Zappar’s Zapbox, DigiLens’ ARGO, Sony’s PlayStation VR 2, the Magic Leap 2, XREAL (previously Nreal) Air, and the Varjo XR 3 Focal Edition were all in the running, but the prize went to the HTC VIVE XR Elite.

best headworn device Auggie Awards AWE 2023

“We’re just so happy. This is something we’ve been working on for a long time,” HTC China President Alvin Graylin said in accepting the award. “We’re so excited to be recognized here.”

Best in Healthcare and Wellness

XR Association President Elizabeth Hyman called the field of healthcare and wellness “a great way to change the world” in presenting the Auggie Award for this category. Nominees included Groove Jones and Lucid Reality Labs but the award went home with ARSOFT for NextMED – a tool for medical visualization.

best healthcare and wellness Auggie Awards AWE 2023

“We’re here from Spain just to be with so many interesting companies and amazing people,” founder and CEO Santiago González said in accepting the award.

Best in Location-Based Entertainment

“So many people find their first XR experience through LBEs,” Hopscotch Interactive CEO Emily Olman said in presenting the Auggie. “This is an amazing category that brings so many people into XR for the first time every single day.”

Nominees included ONTOP and Delta Reality, but Thykier returned to the stage to accept the award for LEGO MYTHICA Magic Forrest – Zappar’s second Auggie of the night.

Ori Inbar, Caspar Thykier, and Emily Olman

“It’s everyone’s dream to work with a property like LEGO,” said Thykier. “There’s a wonderful team there and they’ll be happy that we’ve won this.”

Best Indie Creator

“Without our indie creators, there would not be an industry,” GatherVerse Summit founder Christopher Lafayette said in presenting the Auggie Award for Best Indie Creator. He also gave a “shoutout to our startups.”

In a field that included DB Creations and OnBoardXR, the prize went to Big Rock Creative, best known for bringing Burning Man into VR for the past three years. The producers, Doug Jacobson and Athena Demos gave brief speeches, but were accompanied onto the stage by a team of creators including the worldbuilding duo Cause and Christie.

Big Rock Creative

“We all start out as indie collaborators,” said Demos.

“I want to thank the whole team. We’re very excited to learn the language of storytelling in this new medium,” said Jacobs.

Best Interaction Product

“You guys are so lucky to have the XR devices and the ecosystem that you have out there,” Graylin said, returning to the stage to present the Auggie Award for Best Interaction Product. “These are good times.”

VIVE itself was nominated for their Self-Tracking Trackers, along with the likes of Leia Inc., SenseGlove, and Wisear. Graylin presented the award to TriLite for the Trixel 3, an impressively small projector for AR displays.

best interaction product Auggie Awards AWE 2023

“Thank you so much, AWE,” Head of Product Marketing and Business Development Susan Backhaus said in accepting the award. “This is a great recognition of our work.”

Best Snapdragon Spaces App

“We’ve been super impressed by the number and quality of applications we have seen,” Qualcomm’s Senior Director of XR Martin Herdina said in presenting the first Qualcomm-sponsored Auggie Award.

best snapdragon spaces Auggie Awards AWE 2023

The award went to Verizon for The Future of Training, an XR upskilling program. In this case, the Auggie also came with a $10,000 check from Qualcomm.

Best Societal Impact

Unity VP of Education and Social Impact Jessica Lindl said that “the world is a better place with more creatives in it,” as she prepared to award another of the evening’s most anticipated Auggies. The category had a number of repeat nominees including Lucid Reality Labs, with two experiences in this field, and Zappar for their Zapvision solution.

best societal impact Auggie Awards 2023

Thykier returned to the stage once again to accept the third Auggie Award of the night – beating the record that the company set last year. This time Thykier was accompanied by a number of Zappar representatives to accept the award that makes product information available to vision-impaired individuals through an enhanced QR code.

“We do a lot of exciting work at Zappar, but it’s amazing to do some important work,” said Thykier, who also gave special thanks to Unilever, the consumer packaged goods company that partnered with Zappar on the project. “This is the [Auggie] that is super important.”

Best Use of AI

“It came to the attention of the world recently that the singularity is underway,” AWE co-founder Tish Shute said in presenting the Auggie Award for Best Use of AI. “There is a cycle where AI feeds XR and XR feeds AI. This is going to cause an acceleration that is mind-boggling, to say the least.”

best use of AI - Auggie Awards AWE 2023

With competition like Move.ai and Avataar, it was a tough field. The Auggie was awarded to Maxar Technologies for SYNTH3D – a high-fidelity world-scale digital twin created with satellite data.

The Startup Pitch Competition

“We had an incredible group of startups pitch,” Boost VC Partner Maddie Callander said in presenting the Startup to Watch Auggie. “It’s always exciting to see the cutting edge.”

Atopia won from among the 14 finalists for “creating the metaverse of arts and culture.” The Auggie was accepted by co-founder Annabell Vacano.

Ori Inbar, Maddie Callander, and Annabell Vacano

“We couldn’t have done this without our small team back in Germany,” said Vacano.

Best In Show

WXR Fund Managing Partner Amy Lameyer presented the Best In Show award. This award is presented during the event wrap-up and considers expo floor interest. The award went to Sightful, one of the companies behind Spacetop – a laptop that uses AR glasses in lieu of a screen.

The award was accepted in-person by the company’s co-founders Tomer Kahan and Tamir Berliner. Berliner talked about the growth of AWE and of XR generally, including the massive presence of XR hardware at the recent Consumer Electronics Show. He also referenced Ori’s end-of-show announcement that AWE will move from Santa Clara to Long Beach.

“I do want to thank everyone here, but Ori, also to you. I met you, I think it was AWE 2014 in Tel Aviv, I think that there were about a hundred people there – not speakers, attendees,” said Berliner. “I think the move to LA is messaging everyone that CES should watch out because Consumer Electronics is becoming AWE.”

The AWEsome Award

The AWEsome Award is determined by a “complex algorithm” that includes “buzz,” participation, expo floor interest, and other factors. The Auggie was presented by XREAL founder Peng Jin.

The award went to EXIT SUIT but was not accepted in person. Ori commented that exhibitors are often packing up their booths while the event wrap-up is under way.

Visual Impact

A special award, the “Visual Impact Award” was presented by NTT Ltd. Group Vice President of Connected Industry Rika Nakazawa to the XR artist best known as Sutu. Sutu had created the art used for promoting AWE but also used as the backdrop on the main stage.

“I’m so happy that Ori asked me to create the art,” said Sutu. “It’s been a journey. I was at AWE in the early days and to see what it’s become and to be a part of that, it’s been a journey.”

The XR Prize Challenge

Last year, Inbar announced The XR Prize Challenge: “A global competition to harness the power of XR to fight climate change” with a $100,000 grand prize. 230 projects were submitted. 150 of those advanced to the next level. 90 of those submitted a minimum viable product. Those were narrowed down to 11 finalists. In the end, there were three runners-up and one winner.

The runners-up and grand prize winners were announced in the categories Optimize, Educate, Visualize, and Replace. All runners-up received an Nvidia graphics card.

Optimize

Niantic VP of Business Development Jenna Seiden presented the runner-up in the Optimize category, saying that “the technologies that we’re celebrating tonight make the world more magical.”

incitu

The award went to inCitu, a project that shows immersive models of familiar locations in potential futures – for example, as impacted by rising sea levels due to climate change. An earlier version of the experience had first been demod at a 2019 AWE event in Munich.

Educate

IEEE Standards Association President Yu Yuan presented the runner up in the education category saying, “education is very important to get more people working with us in XR.” The award went to Mangrove City – a VR experience that helps users understand the ecological significance of wetlands.

mangrove city AWE 2023

Visualize

University of Oregon Assistant Professor of Immersive Media Psychology Danny Pimentel presented the runner up in the “Visualize” category.

“It was moving to see so many organizations and creators around the world leverage these technologies in such thoughtful ways,” said Pimentel.

Qikiqtaruk

The award went to Qikiqtaruk: Experiencing the Arctic Under Threat. The project brought in multiple co-creators to make a virtual tour of a national park that serves as an immediate example of the impacts of climate change.

The Grand Prize

Tom Furness, founder of the Virtual World Society, presented the Grand Prize to Between Two Worlds. The AR app helps users learn about endangered species, their habitats, and why they are endangered.

Another Year, Gone

That wrapped another year of the Auggie Awards and of the Augmented World Expo. Of course, events are coming up in Europe and Asia, as well as regional meetups and events that visitors can join on the AWE.live app. Until next year, it’s time to make some Auggies-worthy news for next time.

Celebrating the 2023 Auggie Awards and XR Prize Challenge Read More »

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AWE USA 2023 Day Three: Eyes on Apple

The last, third day of AWE USA 2023 took place on Friday, June 2. The first day of AWE is largely dominated by keynotes. A lot of air on the second day is taken up by the expo floor opening. By the third day, the keynotes are done, the expo floor starts to get packed away, and panel discussions and developer talks rule the day. And Apple ruled a lot of those talks.

Bracing for Impact From Apple

A big shift is expected this week as Apple is expected to announce its entrance into the XR market. The writing has been on the wall for a long time.

Rumors have probably been circulating for longer than many readers have even been watching XR. ARPost started speculating in 2018 on a 2019 release. Five years of radio silence later and we had reports that the product would be delayed indefinitely.

The rumor mill is back in operation with an expected launch this week (Apple’s WWDC23 starts today) – with many suggesting that Meta’s sudden announcement of the Quest 3 is a harbinger. Whether an Apple entrance is real this time or not, AWE is bracing itself.

Suspicion on Standards

Let’s take a step back and look at a conversation that happened on AWE USA 2023 Day Two, but is very pertinent to the emerging Apple narrative.

The “Building Open Standards for the Metaverse” panel moderated by Moor Insights and Strategy Senior Analyst Anshel Sag brought together XR Safety Initiative (XRSI) founder and CEO Kavya Pearlman, XRSI Advisor Elizabeth Rothman, and Khronos Group President Neil Trevett.

Apple’s tendency to operate outside of standards was discussed. Even prior to their entrance into the market, this has caused problems for XR app developers – Apple devices even have a different way of sensing depth than Android devices. XR glasses tend to come out first or only on Android in part because of Android’s more open ecosystem.

“Apple currently holds so much power that they could say ‘This is the way we’re going to go.’ and the Metaverse Standards Forum could stand up and say ‘No.’,” said Pearlman, expressing concern over accessibility of “the next generation of the internet”.

Trevett expressed a different approach, saying that standards should present the best option, not the only option. While standards are more useful the more groups use them, competition is helpful and shows diversity in the industry. And diversity in the industry is what sets Apple apart.

“If Apple does announce something, they’ll do a lot of education … it will progress how people use the tech whether they use open standards or not,” said Trevett. “If you don’t have a competitor on the proprietary end of the spectrum, that’s when you should start to worry because it means that no one cares enough about what you’re doing.”

Hope for New Displays

On Day Three, KGOn Tech LLC’s resident optics expert Karl Guttag presented an early morning developer session on “Optical Versus Passthrough Mixed Reality.” Guttag has been justifiably critical of Meta Quest Pro’s passthrough in particular. Even for optical XR, he expressed skepticism about a screen replacement, which is what the Apple headset is largely rumored to be.

karl guttag AWE 2023 Day 3
Karl Guttag

“One of our biggest issues in the market is expectations vs. reality,” said Guttag. “What is hard in optical AR is easy in passthrough and vice versa. I see very little overlap in applications … there is also very little overlap in device requirements.”

A New Generation of Interaction

“The Quest 3 has finally been announced, which is great for everyone in the industry,” 3lbXR and 3lb Games CEO Robin Moulder said in her talk “Expand Your Reach: Ditch the Controllers and Jump into Mixed Reality.” “Next week is going to be a whole new level when Apple announces something – hopefully.”

robin moulder AWE 2023 Day 3
Robin Moulder

Moulder presented the next round of headsets as the first of a generation that will hopefully be user-friendly enough to increase adoption and deployment bringing more users and creators into the XR ecosystem.

“By the time we have the Apple headset and the new Quest 3, everybody is going to be freaking out about how great hand tracking is and moving into this new world of possibilities,” said Moulder.

More on AI

AI isn’t distracting anyone from XR and Apple isn’t distracting anyone from AI. Apple appearing as a conference theme doesn’t mean that anyone was done talking about AI. If you’re sick of reading about AI, at least read the first section below.

Lucid Realities: A Glimpse Into the Current State of Generative AI

After two full days of people talking about how AI is a magical world generator that’s going to take the task of content creation off of the shoulders of builders, Microsoft Research Engineer Jasmine Roberts set the record straight.

jasmine roberts AWE 2023
Jasmine Roberts

“We’ve passed through this techno-optimist state into dystopia and neither of those are good,” said Roberts. “When people think that [AI] can replace writers, it’s not really meant to do that. You still need human supervisors.”

AI not being able to do everything that a lot of people think it can isn’t the end of the world. A lot of the things that people want AI to do is already possible through other less glamorous tools.

“A lot of what people want from generative AI, they can actually get from procedural generation,” said Roberts. “There are some situations where you need bespoke assets so generative AI wouldn’t really cut it.”

Roberts isn’t against AI – her presentation was simply illustrating that it doesn’t work the way that some industry outsiders are being led to believe. That isn’t the same as saying that it doesn’t work. In fact, she brought a demo of an upcoming AI-powered Clippy. (You remember Clippy, right?)

Augmented Ecologies

Roberts was talking about the limitations of AI. The “Augmented Ecologies” panel moderated by AWE co-founder Tish Shute, saw Three Dog Labs founder Sean White,  Morpheus XR CTO Anselm Hook, and Croquet founder and CTO David A. Smith talking about what happens when AI is the new dominant life form on planet Earth.

Tish Shute, Sean White, Anselm Hook, and David Smith - AWE 2023 Day 3
From left to right: Tish Shute, Sean White, Anselm Hook, and David Smith

“We’re kind of moving to a probabilistic model, it’s less deterministic, which is much more in line with ecological models,” said White.

This talk presented the scenario in which developers are no longer the ones running the show. AI takes on a life of its own, and that life is more capable than ours.

“In an ecology, we’re not necessarily at the center, we’re part of the system,” said Hook. “We’re not necessarily able to dominate the technologies that are out there anymore.”

This might scare you, but it doesn’t scare Smith. Smith described a future in which AI becomes the legacy that can live in environments that humans never can, like the reaches of space.

“The metaverse and AI are going to redefine what it means to be human,” said Smith. “Ecosystems are not healthy if they are not evolving.”

“No Longer the Apex”

On the morning of Day Two, the Virtual World Society and the VR/AR Association hosted a very special breakfast. Invited were some of the most influential leaders in the immersive technology space. The goal was to discuss the health and future of the XR industry.

The findings will be presented in a report, but some of the concepts were also presented at “Spatial Computing for All” – a fireside chat with Virtual World Society Founder Tom Furness, HTC China President Alvin Graylin, and moderated by technology consultant Linda Ricci.

The major takeaway was that the industry insiders aren’t particularly worried about the next few years. After that, the way in which we do work might start to change and that might have to change the ways that we think about ourselves and value our identities in a changing society.

AWE Is Changing Too

During the show wrap-up, Ori Inbar had some big news. “AWE is leveling up to LA.” This was the fourteenth AWE. Every AWE, except for one year when the entire conference was virtual because of the COVID-19 pandemic, has been in Santa Clara. But, the conference has grown so much that it’s time to move.

AWE 2024 in LA

“I think we realized this year that we were kind of busting at the seams,” said Inbar. “We need a lot more space.”

The conference, which will take place from June 18-20 will be in Long Beach, with “super, super early bird tickets” available for the next few weeks.

Yes, There’s Still More

Most of the Auggie Awards and the winners of Inbar’s climate challenge were announced during a ceremony on the evening of Day Two. During the event wrap-up, the final three Auggies were awarded. We didn’t forget, we just didn’t have room for them in our coverage.

So, there is one final piece of AWE coverage just on the Auggies. Keep an eye out. Spoiler alert, Apple wasn’t nominated in any of the categories.

AWE USA 2023 Day Three: Eyes on Apple Read More »

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

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

AWE Day Two Keynotes

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

Magic Leap: Let’s Get to Work

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

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

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

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

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

“AR Everywhere” With Niantic

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

Brian McClendon Niantic Labs AWE Day 2
Brian McClendon

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

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

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

Big Picture Panel Discussions

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

XR’s Inflection Point

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

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

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

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

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

Building Open Standards for the Metaverse

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

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

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

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

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

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

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

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

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

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

Hitting the AWE Floor

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

Meeting Wol

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

Niantic Lounge AWE 2023
Niantic Lounge

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

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

Wol

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

Visiting Orlando via Santa Clara

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

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

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

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

Gathering Around the Campfire

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

campfire at AWE 2023 Day 2
Campfire at AWE USA 2023

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

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

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

The Lenovo VRX

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

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

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

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

Catching Up With Snap

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

Snap AR at AWE 2023
Snap at AWE 2023

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

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

Snap bricks AWE 2023 Day 2

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

One More Day of AWE

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

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

the-most-important-upcoming-ar/vr-events-this-year

The Most Important Upcoming AR/VR Events This Year

After the COVID-19 pandemic made most event organizers cancel their live AR/VR events or host them virtually, in the past year more and more live events are making a comeback. Even the immersive industry needs a real-life environment to discover gadgets and try AR/VR content.

And we will tell you exactly where you should go if you want to try the most exciting discoveries and devices. Also, we know that if you work in this industry, you should not miss these AR/VR events, either. You have the great opportunity to network with peers or even discover new business or employment opportunities.

The Most Relevant AR/VR Events in 2023 You Should Not Miss

Here are some of the most important AR/VR events that are taking place until the end of this year.

1. AWE USA 2023

When: May 31 – June 2

Where: Santa Clara, CA, US; and virtual

AWE USA 2023

Late spring/early summer is a great time to be in California. This year, it is made even better by one of the top AR/VR events: AWE USA. This is one of the most comprehensive fairs for professionals, stakeholders, and tech enthusiasts focused on immersive technologies.

They will be able to test various gadgets, discover content trends, and attend insightful keynote presentations. Attendees will be able to hear from a vast number of XR professionals, such as Peggy Johnson (the CEO of Magic Leap), Hugo Swat  (Vice-President and General Manager of XR at Qualcomm), Chi Xu (CEO of Nreal), Elizabeth Hyman (CEO of XR Association), John Riccitiello (CEO of Unity), Kavya Pearlman (Founder & CEO of XR Safety Initiative), and many more.

For those who can’t attend in person, there’s also the option to access some parts of the event online through the awe.live platform.

As AWE USA 2023 media partner, ARPost offers its readers a 20% discount code. Use the code 23ARPOSTD during registration.

2. XR Expo 2023

When: June 15-16

Where: Stuttgart, Germany

XR Expo 2023

If you happen to be in Germany this summer for business, you can also put aside two days to attend XR Expo 2023. This B2B event will bring together industry users, technology providers, content service providers, and XR researchers, and will focus on professional applications of extended reality technologies in health, industry, architecture, and trade and craft.

Right now, registration for XR Expo 2023 is open, but the event’s program is still under development.

3. Enterprise Metaverse Summit

When: June 28-29

Where: London, UK; and virtual

Enterprise Metaverse Summit 2023

Another AR/VR event taking place in Europe, Enterprise Metaverse Summit is hosted by the British weekly newspaper The Economist. The event audience includes senior executives focused on XR, automation, IoT, 5G, the future of work, AI, machine learning, and edge computing.

This year’s event will cover a vast number of topics, from how the metaverse is expected to replace or improve human experiences at work, and how VR is making surgeries safer, to how the metaverse can help businesses become more sustainable and reduce their carbon footprint, and the benefits of VR as an engine to catalyze diversity and inclusion initiatives.

Attendees will be able to hear from speakers such as Meta Reality Labs’ VP Christine Trodella, Wallart’s Head of 3D Creative Technology Cynthia Maller, MetaVRse co-founder Alan Smithson, and EndeavorXR founder and CEO Amy Peck.

For all those who cannot attend, the event organizers offer a free virtual pass for full access to all virtual sessions on the first day of the event.

4. XR:WA

When: July 20-23

Where: Perth, Western Australia

XR:WA 2023

Australian winter is mild compared to the summer heat in many parts of the US, so it’s a great moment to attend one of the best AR/VR events of the year. XR:WA is for everyone, from those curious to try immersive experiences for the first time to seasoned professionals.

The event aims to discuss the impact and opportunities for XR across a number of industries including architecture, design, medicine, education, training, science, art, and entertainment.

Back for its fifth edition, the event activities include talks, panels, various AR and VR experiences, workshops, a trade floor, and exhibition.

5. Industrial IMMERSIVE Week

When: August 28-30

Where: Houston, TX

Industrial Immersive Week 2023 event

Industrial IMMERSIVE Week is one of the AR/VR events for professionals interested in XR, spatial computing, digital twins, AI, IIoT, 5G, 3D models and simulations, and connected workforce solutions.

Touted as the event “where industry goes for real-world use cases, best practices and emerging tech for your enterprise to launch, pilot and deploy metaverse programs,” Industrial IMMERSIVE Week is intended for professionals from diverse industries, including manufacturing, construction, oil and gas, engineering, mining, automotive, aerospace, and logistics.

From C-suite leaders, to department leaders and professionals, Industrial IMMERSIVE Week brings together seasoned specialists and decision-makers. Some of the most important Fortune 500 companies will be represented at the event, including Boeing, Canon, Shell, Amazon, and Hewlett Packard Enterprise.

6. Augmented Enterprise Summit

When: October 24-26

Where: Houston, TX; virtual

Augmented Enterprise Summit 2023

As its name suggests, this AR/VR event is aimed at enterprises. Augmented Enterprise Summit is dedicated to the business and industrial applications of XR and other metaverse-related emerging technologies.

This year, the event boasts an impressive line-up of speakers including NASA’s Simulation and Graphics Capabilities Manager Angelica Garcia, CocaCola’s Director of Technical Training and Development Michael Whatley, Airbus Head of Augmented Worker Product Andreas Oeder, and Amazon Web Services Principal Spatial Computing Solutions Architect Kurt Scheuringer.

Among the sponsors and exhibitors, you can find a number of XR companies such as Mytaverse, RealWear, Strivr, and Vuzix.

Aside from more than a thousand expected attendees, the 10th Augmented Enterprise Summit will also feature over 50 exhibitors and sponsors, and more than 50 educational sessions.

The event also offers a virtual pass, with access to a virtual event app, digital exhibitor zone, exclusive post-event resources, and all sessions and on-demand recordings. As Augmented Enterprise Summit media partner, we can offer our readers 15% off for event tickets with the code arpost15.

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VR Takes Center Stage at Dubai’s DEAL 2023 Expo: Highlights and Takeaways

So, in the past few weeks we have seen big tech, including Meta and Microsoft, announce massive layoffs, mostly to their XR division and at the same time, pivoting towards artificial intelligence and generative content.

Despite the news, this year’s DEAL expo was as busy as ever. Teeming with an array of VR devices, games, contraptions, and a myriad of other VR-related gizmos that filled the halls, it, quite frankly, surpassed expectations.

It’s clear that there’s an appetite for virtual reality and that the VR industry as a whole has no intention of slowing down. Here’s a short rundown of the most interesting things that caught my eye.

Meta4 Interactive

Meta4 Interactive were on the floor showcasing their arena player vs. player battler based on the well-known Transformers IP. I had the chance to battle it out with the CBDO of Meta4, Sylvain Croteau, as well as other members of the team.

They were all great at the game, which might seem obvious since it’s their product after all, but you would be surprised how often management is actually disconnected from their games or brands. It was nice to see that in this case the team is not only up to speed with their products, but also plays Transformers: VR Battle Arena for fun.

The hardware consisted of blue HTC Vive Pros connected to the gaming PCs above. This kept the headsets tethered without me actually feeling the tether as the cables were suspended from above. Also, the game is stationary, as you teleport from platform to platform (not unlike Tower Tag). I dodged bullets and turned in all directions without any issues.

Meta4 Interactive booth
Meta4 Interactive booth

Transformers VR: Battle Arena was originally developed in 2019 but I only had a chance to try it out recently. On their website, Meta4 claims their games run at a 90hz refresh rate, but it felt like less. Perhaps more like 60fps or 45fps with reprojection to 90hz?

The HTC Vive Pros were tethered, so there was no latency but the game did have a peculiar dense, dreamlike aspect to it, which often stems from lower refresh rates. I would gladly play a slightly stripped-down version of the game if it meant running it at 120hz native.

PvP arenas are very engaging thanks to their competitive aspect but it also means they work best for groups of friends, gamers, and people who want to compete and see who’s the best. All in all, I had fun and can’t wait to see what Meta4 has in store next.

VEX Solutions

VEX Solutions showcased two turnkey solutions side by side. The first one, “VEX Adventure,” offered a more comprehensive LBE-type experience with a motorized floor, wind and heat, onboarding, and full cooperative plot-driven gameplay. The other one, “VEX Arena,” is a lighter, less premium version, aimed at higher throughput.

VEX Arena and VEX Adventure
VEX Arena (front) and VEX Adventure (back)

Both setups used haptic vests but otherwise, the hardware differed significantly. VR Arena used a Vive Focus 3, while the more premium VR Adventure opted for some kind of hybrid setup. It looked like Pico Neo 3, combined with SteamVR tracking, hand tracking, and Pico 3 controllers that were mounted into the guns. A true patchwork of all the different technologies.

VEX Adventure
Pico Neo 3 together with Vive trackers, hand tracking, and Pico 3 controllers 

The VEX representative declined to discuss hardware aspects, which I can understand. When it works, it works. However, having a multitude of varying components increases the number of potential failure points, which is not desirable. To that end, their other less premium offering, VR Arena, seemed a bit more manageable, but again I didn’t have the chance to ask about any specifics.

WARPOINT

For those looking to get into VR arenas on the cheap, WARPOINT had their own super basic solution. All it requires is 10 Meta Quest 2 headsets and a tablet. This must be the most affordable turnkey solution I saw at DEAL 2023. You could even forgo buying brand-new headsets and instead opt for second-hand ones to lower the costs even further.

WARPOINT
WARPOINT: Meta Quest 2s equipped with power banks are waiting their turn 

All the Meta Quests operate in standalone mode using software developed by WARPOINT themselves. All the modes and maps are designed for PvP combat and marketed as a form of e-sport.

WARPOINT VR
WARPOINT booth in action

Moviemex3D

Moving on, I encountered Moviemex3D. It’s a company that specializes in VR movies and VR simulators, but they also offer an arena experience called VR Labyrinth. It’s a popup box that features redirected walking, gaming elements, and even some motorized rumble effects.

Moviemex3d
Yours truly, stepping onto a VR elevator (with rumble effects) 

If you ever tried TraVRsal or Tea For God, you will know what the deal is. Even if the pop-up box looks small, the VR game area is much larger thanks to redirected walking, elevators, and so on. Expect traps, action, and shooting. Overall it’s a fun single-player experience.

From a hardware perspective, Moviemex3D used a Pico Neo 3 headset streaming from a PCVR computer. It’s not a bad solution but again, just like with the Transformers VR, I felt like the game wasn’t running at high enough refresh rates, making the entire experience feel heavy and dreamlike.

FuninVR

FuninVR had this pretty, eye-catching centerpiece.

FuninVR
UFO-shaped VR simulator (FuninVR)

It’s a massive UFO-shaped VR simulator. Not exactly a VR arena, but I had to try it out. The team was running a variety of experiences. People before me tried some kind of moon landing. In my case, it was a fantasy-themed rollercoaster.

Unfortunately, the VR simulator was out of sync with the roller coaster animation. Sometimes the track would turn left but the UFO didn’t – forcing me to either turn my head 90 degrees or face the walls. This left many participants nauseous.

There were also other questionable elements, like sudden impacts that made the roller coaster stop in place — basically, it’s like the developers deliberately broke every established rule on what not to do. I have strong VR legs, but still felt queasy.

Each participant had buttons on each side of the seat, which we used to shoot enemies, dragons, and other baddies. Aiming was done with head-tracking and it was a fun interactive element that I enjoyed, even if the shooting was only done for theatrical purposes — we were all running separate instances of the roller-coaster animation and there was no way to stop the simulator from progressing further.

Perhaps it would be better if I had tried the moon landing demo because, unfortunately, the roller-coaster had too many sync and motion issues to be enjoyable.

Hero Zone VR

One last turnkey VR solution worth mentioning is Hero Zone VR. It’s another fully standalone arena experience, this time running on a Vive Focus 3. This allowed the developers to take advantage of the headset’s larger resolution and higher-clocked XR2+ chipset.

Hero Zone VR
Participants getting ready to try out Hero Zone VR

There was a queue of people waiting to try out Hero Zone VR, so I didn’t get the chance to try it myself, but it looked like there was a selection of both cooperative and PvP games. I spoke briefly to one of the team members and he seemed to be quite proud of what they managed to achieve by going full standalone.

No Beat Saber?

There were also a lot of usual suspects: VR cabinets, VR kiosks, and VR arcades. Notably, Beat Saber was nowhere to be found. I wonder if it became too expensive to license or perhaps it has lost a bit of its novelty value. Instead, Synth Riders came in to fill the void, along with other fast-paced games like Zombieland VR.

Synth Riders Kiosk
Synth Riders. By all accounts a great rhythm game. 

One arcade cabinet I really enjoyed was VR Shotgun by VR 360 Action. You step into a minigun cart and it’s basically laser shooting reinvented. Spooks and baddies come from left and right and you just have to blast away.

VR Shotgun
VR Shotgun by VR 360 Action

The minigun prop felt heavy and it had some nice haptic feedback to it. I was also happy with the decision to use the HP Reverb G2  headset, which still presents a very high bar when it comes to clarity and resolution. The game was running buttery smooth. Of course, the gameplay was pretty unsophisticated and there was no locomotion (it would be nice to have some kind of on-rails movement to break the mold), but VR Shotgun did make me wish all the arena and LBE software would have this level of visual comfort and fluidity.

Summary and Takeaways

So, what are my main takeaways from this year’s DEAL?

» Even if the early days are behind us, we’re still in the days of rapid innovation and prototyping. This makes it hard for VR arcades and arenas to keep up. I saw almost every kind of headset this year, from the oldest Oculus Rift CV1s, through Vive Pro, Windows Mixed Reality, Quest 2, Pico 4, and Vive Focus 3, running standalone, streaming, and wired.

» Meta presence in the amusement and entertainment sector could be stronger. Despite spending egregious amounts, most of the money went towards metaverse and mixed reality — both of which do not gel very well with the arcade environment. The Quest Pro was nowhere to be seen but maybe because it’s such a fresh headset.

» Virtual reality is becoming more and more normalized. At least 30-40% of the booths were virtual reality oriented. With everyone around wearing and trying headsets, people have stopped feeling insecure about how they look with a headset on and instead enjoy their experiences, treating VR like any other tech.

Have fun and keep on rocking in the virtual world!

About the Guest Author(s)

Mat Pawluczuk

Mat Pawluczuk

Mat Pawluczuk is an XR / VR writer and content creator.

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Honor This Black History Month in XR

February is Black History Month and it’s not too late to honor through the magic of XR thanks to these activations from ROSE, TIME and Meta, and Virbela.

Walk Through Black History With ROSE

As a Black-owned company, ROSE makes an effort every year to create an immersive and educational experience for Black History Month, and this year the company delivered yet again. This year’s AR experience, with “resistance” as the highlight, is titled Marching Forward.

The experience, which you can visit here on your smartphone, takes the form of a double row of AR statues. You walk down the aisle and tap the statues to learn more about their inspiration.

Marching Forward Black History Month AR experience by ROSE

“We really wanted to create balance within the experience with the solid bronze look of the statues and in turn, draw the users to explore the changing Black Lives Matter text on the ground,” explained ROSE Art Director Jourdan Johnson. “The text updates to display colorized images related to the moment to get a better understanding of what they are learning about.”

This involves physically moving down the aisle, which is a powerful experience but can be complicated for example in smaller spaces. If you need more room or have mobility issues, you can reposition the experience to make it easier.

The stories start with the roots of the Civil Rights Movement in the 1960s, moving up through the Black Panther Party, art and literature movements through the 1980s, and moving up into the current-day BLM movement. The story behind each statue is read by professional voice actress Joy Ofodu. You also have the option to read the information yourself.

Black History Month AR experience by ROSE Marching Forward

“From a podium or a canvas, your voice can be heard and can make a difference. That is an important message for everyone going through this experience,” said Johnson. “We can use the knowledge of the past and get inspired, particularly for those who are not Black, to support and amplify Black voices in our communities in a multitude of ways.”

Experience the Struggle With TIME and Meta

Meta teamed up with TIME to create MLK: The Time is Now, a free experience exploring how ongoing issues like housing, voting rights, and law enforcement practices remain real issues facing the Black community 60 years after Dr. Martin Luther King Jr.’s “I Have a Dream” speech. The experience works comfortably while sitting and employs hand tracking.

Black History Month VR experience MLK - Now is the Time

Hand tracking is often an intimate part of the experience, bringing users into the different vignettes presented in the experiences. For example, the second experience, putting you in the seat of a Black man in a car that has just been pulled over, only progresses when you take your hands off of the steering wheel, escalating the situation with the four police officers.

Black History Month VR experience - MLK - Now is the Time - car, police

The experience, available on Meta Quest, uses a combination of artistic and engaging virtual reality, moving voiceovers, recorded interviews with modern subjects, and archival footage and audio. Overall, the experience is a brief but powerful exploration of the fact that the Voting Rights Act did not bring complete equality.

This experience was not created specifically for Black History Month – it actually came out last month. But, if you’re looking for educational XR experiences to celebrate BHM, put this on your list. And, if you don’t get around to it in February, it isn’t going anywhere.

Step Into Virbela’s New and Improved Black History Library

For our final stop this Black History Month, we’re visiting Virbela. If you’ve celebrated Black History Month with ARPost in the past, you already know about Virbela’s Black History Library. It’s true, this isn’t the first time that the platform has hosted this initiative, but it is the first time since the platform got a major graphics update last spring.

Virbela black history library

The library is bigger, brighter, and better than ever in its new home. Inside, the library is divided into sections on musicians, authors, playwrights, programmers, and more. So, browse around or go straight to what interests you. The actual items in the library are links that take you to reading suggestions, music playlists, and other resources.

Virbela black history library book club

To find the library, enter the Virbela open campus. Then, click on the map icon in the upper right corner. At the top of the page, change the view from “Campus Map” to “World Map” and select the Black History Library from the menu on the right.

How Do You Honor Black History Month

Whether you’re walking through Black history with ROSE, putting your hands on it with TIME and Meta, or reading up on it with Virbela, we hope that you make the best of this Black History Month by diving into XR.

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a-farewell-to-altspacevr

A Farewell to AltspaceVR

The social VR community was shocked and devastated to learn that AltspaceVR is shutting its doors. While it’s in the nature of emerging technology applications to come and go, many with few tears shed by fewer remaining users, this platform seems to have been taken from us in the prime of its life leaving many wondering where to go next.

The Sun Goin’ Down on AltspaceVR

On January 20, a blog post titled “AltspaceVR to Sunset the Platform on March 10, 2023” appeared at the top of the company’s homepage. An email was also sent to users.

“When AltspaceVR first launched, our vision was to create a place where people from around the world could connect and socialize in real time,” the team wrote. “It was a bold vision, and with the help of our passionate community, the platform became a place where users made lifelong memories, formed cherished friendships, found love — and even married in IRL (in real life).” 

AltspaceVR

Much of the post waxes nostalgic about the platform, which launched in 2015 and was purchased by Microsoft in 2017. The post also encouraged “the many creators and developers who are part of the AltspaceVR community to host final events and download their content.”

“The decision has not been an easy one as this is a platform many have come to love, providing a place for people to explore their identities, express themselves, and find community,” wrote the team. “It has been a privilege to help unlock passions among users.”

Why, Microsoft? Why?

The team writes that they are closing AltspaceVR to “shift our focus to support immersive experiences powered by Microsoft Mesh.” Microsoft Mesh is the company’s mixed reality platform that was announced from within AltspaceVR during Microsoft Ignite 2021. The event, featuring Alex Kipman and James Cameron, looked at the platform as a tool for humanity.

“A dream you dream alone is just a dream. A dream we dream together is called reality,” Kipman said at the time, quoting John Lennon. “We tend to think of reality and dreams as separate. But, are they?”

Since then, Microsoft has focused on Mesh as more of an enterprise tool than a collaborative dream maker. At Microsoft Ignite 2022, CEO Satya Nadella announced that Mesh would be integrating with Microsoft Teams. Nadella also presented integrations between Microsoft Teams (presumably including Mesh) with Meta’s Horizon Workrooms at Meta Connect 2022.

“We knew early on that we wanted this to be a great place to get work done and with Microsoft, we can make that happen,” Meta CEO Mark Zuckerberg said at the event.

What About Us?

Shutting down AltspaceVR to focus on an enterprise platform is a strange play seeing as virtually none of the people using it were using it for enterprise. The always-full events schedule included comedy shows, community events, support groups and spiritual meetings, and musical performances. Where will they go?

Some of the events that you may know and love from AltspaceVR are already happening across multiple immersive platforms. For example, the live VR comedy show Failed to Render began in AltspaceVR but also has a home in Horizon Worlds and VRChat. Similarly, the Polys Awards takes place in AltspaceVR but also takes place in Mozilla Hubs, ENGAGE, and others.

But, what about those experiences that are only on AltspaceVR? Like BRCvr’s Burning Man experiences? An email from the organization said that they have plans for future events in another platform, but are respectfully waiting for the book to close forever on this chapter.

“Leaving AltspaceVR is difficult for all of us who have loved building this incredible community,” BRCvr co-founder Athena Demos said in the email. “Before we announce where we plan to continue our virtual Burning Man experiences, we want to honor the incredible friendships and creative partnerships we have forged on AltspaceVR.”

Kavya Pearlman, the CEO of XR Safety Initiative – which has been hosting events, such as Metaverse Safety Week, on the platform for years – said in a tweet that she was in talks with the group’s technical partner about moving to other platforms. Nothing official has been announced.

Yep , that’s quite a sad news .. just spoke to @ChickenWaffleVR about moving @MetaSafetyWeek to alternate platforms.

I wonder why @Microsoft bought @AltspaceVR in the first place , if it was only to sunset it later on.

So sorry for the team & everyone impacted.

— Kavya Pearlman (@KavyaPearlman) January 20, 2023

The King Is Dead. Long Live the King.

AltspaceVR had no enemies but it had many competitors. When the eulogy of a blog post went live on Twitter, representatives from a number of immersive platforms spoke at the wake.

We have some sad news, Altspacers. #AltspaceVR is shutting down on March 10th.

Though we hate saying goodbye, we also feel such pride and gratitude for all the magic that happened here. ✨

Thanks for joining us on this epic adventure. #socialvr https://t.co/peCwpaaBl3

— AltspaceVR (@AltspaceVR) January 20, 2023

There was no gloating at the grave, but tweets from Somnium Space, Spatial, and Mona invited displaced worldbuilders to take their events and spaces along. While this may be an option for events and assets, it’s not a meaningful option for users.

As mentioned in the blog post, users can download their data from the platform. However, there isn’t much that can be done with it. Photographs taken within the platform can be cherished but avatars can’t be transferred. It’s possible to download profile data from users that you met on the platform, but that’s not likely to help you connect with them on other platforms.

And, what are those platforms likely to be? Where will we meet next? A couple of solutions have already been named.

Where Will We Go?

VRChat is a proven and robust platform, but isn’t necessarily friendly towards new users, particularly when it comes to avatar creation. It has more tools and options than AltspaceVR but that can make it feel unwieldy. Somnium Space is in a similar category.

Spatial is a strong contender. The lightweight and easy-to-use platform runs in-browser, which is another strong bonus. Integration with Ready Player Me also means that creating an avatar is easy and bringing one with you if you already have one is even easier. Mona is in a similar category.

Mozilla Hubs has been putting in a lot of work, but they charge for that. With the new $20/month subscription price, many casual users won’t be signing on anymore.

ENGAGE is a solid free option, though it does require an app download. The same goes for Horizon – particularly if Meta makes good on its promise to make the platform available on hardware other than Meta headsets.

VIVE has also been building out its immersive offerings, but these also tend to be clunkier than many users will want. Virbela has also shown itself a capable, robust, and user-friendly platform, though a free app download is required.

The End of an Era

This was the first immersive world I ever entered. The fact that you don’t need a headset to enter the free and easy-to-use platform made it an unparalleled introduction to VR.

From before and after I got my first headsets, I have many memories from this platform, including the first time that I really felt like I had made eye contact with someone across the country. After years in the industry, there were still times when I would put on a headset just to shoot hoops outside of my VR house. AltspaceVR will be missed.

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