virtual reality

the-park-playground’s-newest-vr-experience-for-battle-game-fans-is-here

The Park Playground’s Newest VR Experience for Battle Game Fans Is Here

Europe-based virtual reality experiences provider The Park Playground recently launched its latest offering, a new esports-inspired VR experience called NanoClash Focus. A first in the industry, this new virtual reality game allows two opposing teams to battle it out simultaneously on two independent fields. It’s a fully mobile, free-roam game that aims to provide an immersive and engaging VR experience for players.

An Exciting Combo of VR Experience and Esports

For NanoClash Focus The Park Playground partnered with HTC and Triangle Factory. The company was encouraged by the success of one of its past VR experiences that allowed players to compete remotely in a virtual battlefield in separate cities. This led to the development of NanoClash Focus, which used elements from esports in its design and artificial intelligence technology to ensure an enhanced user experience.

VR experience NanoClash Focus The Park Playground

Players of NanoClash Focus are virtually transported to a hanging platform in a futuristic setting, where they compete against another team in a laser shoot-out, sports battle-style. Each team consists of four to eight people, and the goal is to be the first to reach the arena floor and prevent opponents from doing so by shooting with either laser guns or laser cannons.

Using HTC VIVE Focus 3 wireless headsets that offer greater mobility, players can freely roam the playing field. “Power-ups” are up for grabs in the game, giving teams a solid advantage when they utilize them strategically. The game is a VR experience combined with the exciting features of esports, a move that The Park Playground wants to pursue.

NanoClash Focus VR experience The Park Playground

“With two teams positioned on two independent free roam fields and rewards given for teamwork and strategic thinking, NanoClash Focus is an exciting example of how we’re driving technological innovations in LBE VR alongside our partners,” The Park Playground CEO Peter Vindevogel said in a press release shared with ARPost.

According to Vindevogel, the company plans to develop more experiences that use elements of other gaming formats. NanoClash Focus is an example of a location-based VR experience that is inspired by esports for a more immersive, interactive, and inclusive experience. “We’ll be seeing this cross-pollination between LBE VR and elements more traditionally associated with gaming surfacing much more frequently in the future,” Vindevogel further explained.

Developing More VR Experiences with AI

The release of NanoClash Focus is an exciting achievement for The Park Playground. The company has only recently begun experimenting with AI technology and data management in its game development process. The result is a more efficient way of developing seamless and innovative VR experiences that The Park Playground aims to achieve.

“Tapping into emerging technologies like AI is something LBE VR providers must consider doing to remain relevant and drive innovative VR experiences that keep people coming back for more,” said the company’s CTO Gilles-Adrien Cenni.

With the launch of NanoClash Focus, The Park Playground seems poised to enter more markets in Europe, Australia, and the US. Headquartered in the Netherlands, the VR experience company currently has 13 owned and franchised locations around the world.

It recently opened two new locations in Brisbane, Australia, and Leeds, UK, and is set to open another venue in Birmingham this year. NanoClash Focus is available for players to try out in all of The Park Playground’s locations globally.

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What Roles Does VR Training Play in the Growing Job Market

Is VR training going to be a necessity for businesses today? With the job boom early this year, it appears to be so.

2023 started off well for the job market. Based on the job market report in January 2023, the total nonfarm payroll employment skyrocketed to 517,000, way above the Dow Jones estimate of 187,000 and December’s 260,000 gain. As of March 2023, the US Bureau of Labor Statistics also reports that the unemployment rate still remains stable at 3.5% with widespread job growth, especially in leisure and hospitality, professional and business services, and healthcare.

While one report is not indicative of a trend, job growth, and low unemployment rates are positive indicators of a strong market. To keep up with this growth, businesses must implement solutions that streamline recruitment processes and facilitate faster onboarding.

According to David Chen, CTO and co-founder of a company that makes 3D cameras and depth sensors, Orbbec, VR training is going to be critical to the continued growth of the job market. We talked to him about the role VR training will play in the growing job market and how businesses can leverage this technology to their advantage.

The Role of VR Training in the Growing Job Market

VR training has gained popularity in the business world due to its ability to help new employees acquire skills quickly and efficiently. According to Chen, traditional training methods can be complex with multi-step operations, which are harder to remember and even dangerous in certain industries.

However, VR enables hands-on experiences that are safe and engaging. VR enables hands-on experiences that risk neither raw materials, equipment nor personnel. Headsets and projectors give trainees real, immersive guidance on what to do, and what not to do,” Chen told us in a written interview. “Unexpected scenarios can be posed at will and because there is no incremental cost for repetition, skills are learned faster.”

In fact, a PwC study found that employee training can be up to four times faster when using VR courses rather than traditional classroom training. What takes two hours in a classroom setting can be learned within 30 minutes using VR.

Chen continues that compared to other emerging training technologies such as augmented reality and gamification, VR training provides a more holistic experience that combines hard and soft skills training. AR training may be more suitable for businesses looking to perform micro-training, focusing on one definable concept, idea, skill, object, or process. On the other hand, VR training puts trainees in a completely digital world, allowing for less repercussion in the physical space while learning a new task.

Honeywell, for instance, has been using VR training for years to train plant operators and field technicians. Its VR training simulator, the Immersive Field Simulator, generated skills retention that is twice as high as previous training methods, leading to a more engaging training program for younger generations of workers. Last year, the simulator was enhanced with new capabilities to meet a broader spectrum of training and development requirements.

Bank of America also launched a VR training program in 2021 to simulate client interactions and practice routine tasks. The pilot program reported that 97% of the employees who went through the simulations felt more comfortable performing their tasks afterward. Now, the VR program is being used by around 50,000 employees in nearly 4,300 financial centers across the country.

These and more examples show that VR training is proving to be a valuable tool in helping businesses train new employees quickly and efficiently while minimizing risk and increasing skills retention.

Challenges Businesses Face in Implementing VR Training

Implementing VR training in businesses is not without its challenges. According to Chen, content creation is one of the primary challenges businesses face when implementing the technology. “Some scenes can be very difficult to recreate in the virtual realm and not everything can be operated with a VR headset controller,” he explained.

Upfront costs can be another obstacle that business leaders have to overcome. One study by PwC shows that VR content initially requires up to 48% greater investment than classroom or e-learning courses.

To address the challenges businesses face when implementing VR training, Chen suggests that businesses consider the long-term benefits of the technology. They should also be aware of the advancements in VR technology, which have made it more affordable than before. By doing so, businesses can improve their training processes, save time and resources, and achieve a higher ROI.

How Businesses Can Implement VR Training

To successfully implement VR training, businesses should consider starting with a pilot program and selecting a platform with features tailored to their specific needs. Testing VR training in small batches can help determine what jobs can best be improved upon with the use of VR and how these programs may need to be adjusted to fit participants’ specific needs,” Chen said.

As a 3D camera manufacturer, Orbbec offers necessary solutions that support VR training programs.

3D camera technology helps capture the real environment and quickly transfer it into VR content, providing a more realistic training experience without the need for a controller. By using solutions like this, companies can optimize their training processes and provide their employees with a more effective and engaging learning experience.

Indeed, the future of VR training looks promising, with new applications and use cases that are expected to emerge in various industries and continued advancements in processing power, rendering engines, and display technologies.

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virtex-stadium-adds-counter-strike-to-its-virtual-esports-titles

Virtex Stadium Adds Counter-Strike to Its Virtual Esports Titles

Esports fans are in for a new experience at the Virtex Stadium. Aside from EchoVR, users can now watch live gameplays of Counter-Strike: Global Offensive and Counter-Strike 2.

Virtex has partnered with Skybox Technologies to bring this unique spectator experience to gaming enthusiasts. With Counter-Strike as the first significant esports title at the Virtex Stadium, the virtual esports fan base on the platform is bound to grow faster.

An Immersive Experience for Counter-Strike Gamers and Fans

Following the launch of the Echo VR title on the platform, Counter-Strike allows fans to enjoy more top-level gameplay. “As the third most watched esport last year, CS: GO already has an enormous following, and we’re excited to be working with Skybox to deliver a 360° spectating experience unique to every fan,” said Virtex CEO and co-founder, Tim Mcguinness, in a press release shared with ARPost.

virtex stadium esports title counter-strike

Using their desktop and compatible VR headsets, users enter the Virtex Stadium, which is still in closed beta, where they can watch live gameplays recreated in 3D. They can customize their Ready Player Me avatars, meet other fans in the lobby, and enter the virtual arena. They can sit on the stadium seats to watch gameplay in full view or immerse themselves in the battle by diving into the map.

They can see opening duels, site retakes, and clutches up close. Dynamic map controls allow them to maneuver easily and spectate at any site they want. The epic virtual effects and sounds create a deep 3D spectator experience that’s like no other.

Collaborating to Make Fan Experiences More Meaningful

Virtex, a London-based software development company, has been at the forefront of esports. Its Virtex Stadium provides sports and gaming enthusiasts with an innovative VR platform where they can experience esports at a whole new level.

Founded in 2020, Virtex brings together the expertise of tech entrepreneur Christoph Ortlepp and seasoned VR player Tim Mcguinness. Sharing a vision to redefine the esports fan experience, they are collaborating with partners across the tech and esports space to bolster the capabilities of the Virtex Stadium.

virtex stadium esports event

In the past year, the company worked with Skybox Technologies to integrate Counter-Strike maps into the virtual stadium. A provider of spectator and analysis solutions, Skybox helps ensure that in-game models, key modes, and spectator tools are functioning smoothly at the Virtex Stadium.

It provides real-time data and 3D game recreations that allow users to view Counter-Strike gameplay from every angle. It also ensures that map control and all gameplay features work seamlessly to make the 3D viewing experience more enjoyable.

According to Ethan Cooper, CEO of Skybox Technologies, Virtex has done an outstanding job at building out the Virtex Stadium. “We are proud that via the Skybox and Virtex partnership, fans can soon experience live Counter-Strike in a whole new way. It’s an exciting time for our respective companies, and we are looking forward to continuing our partnership with additional game titles and new experiences,” he said.

This collaboration paves the way for more meaningful fan experiences across the globe. Fans can dive into the map and watch the players they follow in action. They can explore different areas during the matches or meet other fans in virtual hangout spaces.

More to Come From The Growing Virtex Community

The partnership between Virtex and Skybox has just begun. Through their continued collaboration, we can expect more tournaments and esports titles at the Virtex Stadium in the next few months. Virtex is also pitching to more partners to widen its offerings and make the platform even more engaging. It wants to collaborate with tournament organizers, teams that want dedicated stadiums for their fans, and brands that want to run activations on virtual platforms.

A die-hard esports fan, Tim Mcguinness is eager to announce more upcoming tournaments they are set to feature in the Virtex Stadium. But, for now, fans can enjoy the closed beta program and be among the first to experience this virtual esports stadium.

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Virbela Launches Updated Avatar System

Virbela has grown a lot over time but they’ve had the same avatar system for nearly a decade. If you open the app today, you’ll see a whole new avatar system. As impressive as it is, it might still have some growing to do.

Long in the Making

Virbela is a platform for remote work, education, and events. The platform consists of an open campus that anyone can download and use for free, and private campuses co-created with clients.

There was nothing wrong with the old campus, but it got a whole lot of new features as well as a beautiful graphics upgrade showcased at the Hands In Enterprise Metaverse Summit last year. An upcoming avatar system was teased at the summit, but no release date was given.

“Avatars are important to the virtual experience because they add fidelity to the world,” Virbela Art Team Manager Nicole Galinato said at the event. “Our users love the playfulness of the current avatars, but they want more features that they can identify with.”

Since the summit, the old avatars roamed the new world. It wasn’t a glaring mismatch, but the avatars were definitely from a different generation. The new avatars certainly fit into the graphically updated virtual world a lot better.

Virbela - old avatar vs new avatar
Old avatar (left) vs new avatar (right)

The New You for the New Virbela

The next time that you boot up Virbela, whether you’re a first-time user or just returning after a while, you will be greeted by the first page of the new avatar generator. Just like with the old system, you can join immediately with a default avatar and personalize it later if you want. If you’re not in that much of a hurry, you have a lot of playing to do.

Virbela new avatar system

You select one of three “body types” rather than gender, so all clothing and cosmetic options are open to all users. There’s also a custom gradient for specific skin tones and a number of features have an “advanced settings” button that opens up menus of highly customizable sliders. The update also brings several more hair and facial hair options.

Virbela new avatar system

“What really pushed us to create this new avatar system was more about this idea of inclusion and equity,” Virbela co-founder and President Alex Howland told me on the XR Talks podcast. “We are working with a very global population of users and we know the importance of the avatar for people to express themselves and explore their identity through their avatar.”

The update also brings new clothing options and customizations. Many outfits consist of a “top” and a “bottom,” with the top consisting of several layers each with their own color combinations, similar to the system that AltspaceVR used (RIP Altspace). I went with the three-piece suite, which means color options for the jacket, vest, and shirt. (Neckties are under “Accessories”.)

Virbela new avatar system

“We also wanted much more variability in terms of the ability to customize the avatar because we sometimes have populations of many thousands in the same space and you’d find too many avatars that looked too similar to one another,” said Howland.

Even after you’ve toured your new avatar through the campus, you can change it at any time by selecting the gear icon in the upper right corner to open the settings dropdown menu and selecting the “change avatar” item at the top. And do keep checking back. According to Howland, more is coming.

“This is what I’ll call the [minimal viable product] of this new system. It’s a system that we can build upon and continue to add assets to, whether that be more hairstyles, more clothing options, more cultural garb, that folks can use over time – eventually leading to things like more facial expressions,” said Howland.

The Complete Package

To return to Galinato’s concept that the avatars contribute to the immersion of the world itself, the more detailed and more personal avatars do seem more at home in the more detailed and responsive Virbela campus. I haven’t yet had the opportunity to attend a large event with the new avatars, but I’m sure that they’ll be a lot more colorful now.

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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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Top 5 E-Commerce AR and VR Trends To Follow in 2023

AR and VR are two of the most promising technologies of the modern era. Both can potentially revolutionize how we interact with the world around us. However, these technologies have taken a long time to reach their full potential.

While AR and VR have been around for decades, it wasn’t until recently that they offered a quality experience without being too limited by technological constraints or not being portable enough for widespread use.

Nevertheless, they’ve been making waves in many industries. And now, the e-commerce industry is hopping on board. Statista reports that by 2023, there will be 1.4 billion AR devices worldwide, projected to rise to 1.73 billion by 2024.

Number of mobile augmented reality (AR) active user devices worldwide from 2019 to 2024 - Statista
Source: Statista

What should we expect from AR and VR in 2023 and beyond? In this article, we will explore the potential of AR and VR for e-commerce and how they can enhance your shopping experience.

1. Increased Adoption of AR in E-Commerce

According to a recent survey, 38% of marketers reported using AR in 2022. It’s a significant increase from the 23% reported in 2017. And it’s understandable, given AR technology’s benefits to e-commerce customers.

For example, it allows them to feel like they’re physically interacting with products in a brick-and-mortar store while being online. AR can also help consumers visualize how products will look in their homes or on their bodies, improving the shopping experience and leading to more informed purchasing decisions and fewer returns.

Looking ahead to 2023, there are six exciting trends in the AR shopping space to keep an eye on. They are:

1. Social Media Apps and Camera Filters

Social media apps and camera filters, with Snapchat and Instagram leading the charge by incorporating AR into their platforms. Brands can use SnapAR Lens Studio or Meta Spark to create engaging AR filters and lenses that bring products to life. A case in point is Gucci.

Gucci AR instagram filter
Screenshots taken on the official Gucci Instagram account

2. Virtual Try-On Technology

Virtual try-on technology to see how products look on shoppers like on the Sephora Snapchat page.

Sephora Snapcaht Lens
Screenshots taken on the official Sephora Snapchat account

3. Virtual Showrooms

Virtual showrooms are similar to try-on but involve the buyer flipping the camera around. For example, it’s popular among furniture stores like EQ3.

virtual showroom EQ3
Screenshots taken on the official EQ3 website

4. Better AR Hardware Options

Better AR hardware options, caused by innovations in mobile technology, such as LiDAR and ToF (depth sensing hardware). Companies like Google, Microsoft, Lenovo, and Vuzix are developing smart glasses to enhance the AR experience.

5. AR Mirrors

AR mirrors for in-store shopping, assisting buyers who are in-store and either don’t want to test various alternatives or can’t for whatever reasons.

6. Gamifying

Gamifying in-store shopping to connect physical products with apps, creating a fun and interactive shopping experience.

2. VR-Enabled Online Shopping Experiences

VR creates an immersive visual environment, including 360-degree videos, photos, product demos, and complex experiences using devices such as the HTC Vive or Oculus Quest.

Unlike AR, VR is entirely simulated and disconnected from the physical world. VR can benefit businesses in various ways, such as:

  • virtual tours of showrooms and stores;
  • visualization of products;
  • greater user engagement;
  • increased consumer trust;
  • enhanced conversion rates;
  • better retention rates;
  • improved customer service.

However, it’s essential to remember the “shiny toy syndrome” and avoid it. Ensure that VR experiences align with your business goals and customer needs before opting for them. E-commerce stores can use VR for the following purposes:

  • virtual stores with virtual clothing racks, an opportunity to meet with friends and shop together online;
  • “try before you buy”;
  • in-store experiences;
  • live events;
  • interactive education.

3. Introducing AI Into AR and VR Solutions

Artificial intelligence can integrate with AR and VR technologies to revolutionize the shopping experience. AI-powered 3D representation of products in a user’s environment can increase conversions. How? Here is how AI can enhance virtual experiences:

1. Object Recognition

AR and VR experiences can adjust to the user’s movements and actions thanks to AI algorithms’ ability to detect and track things in real time.

2. Computer Vision

It involves image recognition and tracking, enabling the system to respond to the environment.

3. Natural Language Processing (NLP)

NLP is about using voice commands for people to explore and interact with virtual worlds.

4. Predictive Analytics

As AI can predict user behavior, merchants can build personalized and proactive experiences.

5. Usage Analytics

AI can also help analyze usage data and client feedback. You can optimize your AR/VR services and boost buyer satisfaction based on the results.

6. Personalized Experiences

One of the ways to employ customer insights is to tailor offers to their tastes. It can boost satisfaction and sales.

4. Creating Digital Twins

The past year has seen an increase in AR and 3D technology use by fashion brands to boost sales and brand recognition in physical and virtual worlds. And in 2023, we can expect more brands to utilize AR innovatively.

It includes the ability to try on digital versions of physical clothing on your avatar. Another example is unlocking special effects for physical apparel. Some brands create digital-only looks that users can capture on camera and share on social media.

This trend becomes possible thanks to avatar platforms and AR features such as image targets and body tracking. So brands can offer and sell virtual goods. And with NFC (Near Field Communication) and QR codes embedded in physical apparel, you can transform one thing (for example, a T-shirt) into infinite designs.

5. Security Concerns Over the Usage of AR and VR

Consumers are increasingly concerned about privacy, security, and safety in computing. The metaverse, new headsets, and more AR and VR content have made safety a greater focus. Devices can now gather more information through eye and hand tracking. AR also relies on spatial data to immerse users. That’s why customers remain skeptical about using such devices daily.

How can people safely enjoy digital realities? We need new frameworks, regulations, and social contracts prioritizing safety. All these require collaboration through working groups, policy and standard discussions, and new software solutions for moderation and cyber threats.

Final Word

To sum up, AR and VR can enhance the e-commerce industry by improving the customer experience, driving more engagement, and cutting costs. But there are many challenges to overcome before these technologies can become mainstream.

For example, some websites are incompatible with VR headsets or AR apps. Why? The reason is that they were not built with those devices in mind. And not everyone owns a headset or smartphone capable of using these technologies.

That’s why e-commerce merchants should take advantage of these new opportunities to not lose potential clients due to incompatibility issues. As these technologies get better, more online stores will use AR and VR to give shoppers immersive shopping experiences. The future of e-commerce is exciting. And augmented and virtual reality are sure to play a significant role in shaping it.

Guest Post


About the Guest Author(s)

Art Malkovich

Art Malkovich

Art Malkovich is CEO and co-founder of Onilab, an e-commerce development company. He has about 10 years of experience in team management and web development. He is passionate about keeping up with recent technologies and working on innovative projects like headless commerce solutions and PWAs in particular.

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catching-up-with-varjo-partnerships-and-experiences-around-the-world

Catching Up With Varjo Partnerships and Experiences Around the World

Varjo hasn’t been hibernating over the winter but they’ve definitely had a very active spring. ARPost typically reports on the Finnish XR company’s groundbreaking hardware and software developments, but the company also helps develop and distribute XR experiences and solutions ranging from operas to flight simulations.

An Opera Produced Entirely Through XR

The Finnish National Opera and Ballet (FNOB) spent two years producing Turandot opera with Sweden’s Malmö Opera. The ambitious international product involved designing complex sets and orchestrating intricate scene transitions. FNOB has commented before that Varjo is the only headset manufacturer that matches their high-quality requirements.

Varjo x FNOB and Sweden’s Malmö Opera - Digital Twin vs real-world comparison
Varjo partners with FNOB and Sweden’s Malmö Opera – Digital Twin vs real-world view comparison

FNOB, which has been gradually implementing XR production tools over the last three years, started with two things: the in-house Unreal Engine-driven “XR Stage” visualization tool, and a 3D model of the main stage created by ZOAN – a 3D content agency that uses the same hardware to bring employees into their virtual headquarters.

“Our artists were only open to using virtual tools if models would be photorealistic and it was an intuitive user experience,” FNOB Production and Technical Director Timo Tuovila, said in a release shared with ARPost. “We have been able to create a digital twin of our stage that actually is true to life, matching the expectations of our ambitious artistic and technical teams.”

The virtual stage was used collaboratively between the two opera houses to virtually design and redesign sets – a process that would normally have taken tremendous time, resources, and materials. It is estimated that using XR preproduction instead saved over $82,000 and 1,500 hours of production time, not to mention enhanced crew safety.

Varjo x FNOB and Sweden’s Malmö Opera.png
Varjo partners with FNOB and Sweden’s Malmö Opera for Turandot

This is the eighth FNOB production using XR preproduction, but this is the first time that they – or anybody – have used the technology at every step from proof-of-concept to final production, according to the release. It would be interesting to see XR also being used in recording and distributing live content at this level.

Twinmotion Programs Come to Varjo Devices

The virtual production of Turandot is a highly artistic example of using Varjo for architecture and design. That use case is about to get a big leg up as the company recently announced support for its hardware on Twinmotion. Users of the real-time visualization platform’s most recent update will be able to view its high-fidelity models on Varjo devices.

According to the hardware manufacturer, Twinmotion works with all headsets including Aero – the closest thing that the company offers to an entry-level headset. The headset, priced below the company’s other offerings but still within the almost exclusively enterprise range, comes without mandatory software subscriptions making compatibility with other solutions crucial.

Advancing Brain Health With MachineMD

Aero also plays an important part in a partnership with Swiss medical device company machineMD. The partnership’s goal is the development of “neos™” – a proposed device that would use eye-tracking technology for earlier diagnosis of brain disorders. In addition to helping specialists, the device could also be more accessible to doctors that aren’t neuro specialists.

“As a neuro-ophthalmologist, I use the eye as a window to the brain,” said michineMD Medical Director Professor Mathias Abegg in a blog post announcing the partnership. “The Varjo Aero provides me with the most powerful and precise view through this window.”

Varjo and machineMD
machineMD’s solution will be based on Varjo Aero to perform comprehensive eye exams for the diagnosis of brain disorders

Between the advancement of the technology and healthy financial support, machineMD expects neos to be ready by the end of this year. Of course, Varjo is also excited to be a part of the important work which could have far-reaching benefits in the brain health world.

“VR-based eye tracking in combination with ophthalmology and neuroscience is opening up important new avenues for researchers and the larger medical community,” co-founder and CTO of Varjo, Seppo Aaltonen, said in the post. “A rare window into the brain is possible with the Varjo Aero headset and we are proud to partner with machineMD to make this technology a reality.”

Hardware Built for Flight Simulation

Varjo is also a leading player in the simulation world, particularly automotive and flight simulation. In fact, one of its premiere headsets, XR-3, was recently released in a specially-tooled edition with cockpit simulations in mind. The variable-passthrough headset has a specially calibrated focal plane to optimize the display of the user’s immediate surroundings.

More recently, Varjo partnered with Leonardo – an aerospace, defense, and security developer. The relationship is intended to “enhance the capability of Leonardo’s aircraft training devices.” The above-mentioned XR-3 Focal Edition headset is already being used.

Varjo and Leonardo
Varjo and Leonardo partner in developing and deploying immersive solutions for flight training

“Leonardo simulation and training experience, coupled with advanced Varjo technology, will allow our products to increase pilots’ training experience, bringing it into a more immersive environment, both within the specific customer training pipelines and within the scope of International Flight Training School,” said Leonardo Aircraft Division’s Head of Simulation and Training Systems Giuseppe Pietroniro.

Jumping Off of Virtual Cliffs

Simulation has a special place in the consumer space as well, where it allows individuals to experience convincing replications of activities that are costly, dangerous, or both. A recent experience offered by Varjo and Red Bull recreates diving from an 80 ft cliff.

“The VR cliff diving experience is really something that you cannot miss,” real-life cliff diver Orlando Duque said of the activation. “It places you right there in the location, in the middle of the action. It’s probably the closest thing to the real deal.”

Varjo and Red Bull - mixed reality watersports experience
Varjo and Red Bull partnership – Mixed reality watersports experience “Water – Breaking the Surface”

The experience is still not coming to a living room near you anytime soon. In addition to using the XR-3 rather than the more consumer-available Aero, the experience is currently only being offered as part of an exhibit at the Swiss Museum of Transport. The complete exhibit also uses AR technology and virtual production to replicate activities like surfing.

While available materials don’t mention plans for a more widely available version, it sure sounds like it would be a step up from Richie’s Plank Experience.

A Virtually Imagined Real World

Varjo is still pushing the limits of extended reality technology – and that means that a lot of its experiences and hardware aren’t available to just anybody. While some people get to put on the headset and jump off of a cliff, the benefits of the technology are definitely benefiting more and more people through the ramifications of work in design, defense, and the arts.

Catching Up With Varjo Partnerships and Experiences Around the World Read More »

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AR and VR Content Creation Platform Fectar Integrates Ultraleap Hand Tracking

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

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

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

AR and VR Content Creation With Integrated Ultraleap Hand Tracking

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

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

Non-Technical People Can Develop Immersive Experiences 

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

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

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

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

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

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

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FitXR Boosts Its VR Fitness Offerings With Pico and Strava Collaborations

The global VR fitness app FitXR is expanding its horizons through exciting recent collaborations with Pico, a VR company focusing on all-in-one VR technology, and Strava, a tracking physical exercise company. These partnerships aim to offer a more comprehensive and accessible fitness experience to users across the globe.

FitXR Partners With Pico to Reach New Audiences

Demonstrating FitXR’s commitment to making VR fitness available to everyone, the VR fitness app is extending its reach to the UK, EU, and Asian markets through a new partnership with Pico VR headsets. As VR gains mass market appeal, FitXR’s multi-platform offerings will become increasingly desirable.

FitXR on Pico

FitXR’s offers a myriad of workout options in a single app. Earlier this year, FitXR launched Sculpt, a workout suite inspired by isometric strength training, and Combat, a workout suite influenced by various martial arts. These two new training alternatives expand the VR fitness app’s current suite of workout options, which include HIIT, Dancing, and Box. FitXR emphasizes its mission to create the most diversified training experiences in the metaverse through this expansion.

FitXR is now broadening its reach by introducing its at-home virtual fitness experience to Pico headsets. Now Pico headset users can enjoy participating in multiplayer workouts for some friendly competition or choose to work out individually when they prefer to control their speed.

VR fitness FitXR on Pico

New users can experience fresh music, diverse classes, and innovative workout styles as the VR fitness app consistently introduces updates. And individuals who install FitXR on their Pico 4 or Pico Neo 3 Link headset can take advantage of a 30-day free membership until the end of April.

New Partnerships Aim for a Fun, Consistent Fitness Journey

Taking fitness to heart, the company’s CEO and co-founder, Sam Cole, commented on the new partnership, stating, “We already offer the most diverse and unique fitness experience, and by expanding to the new Pico headset, we’re furthering our aim to provide this to every person, in every household, in every geography, and on any hardware device.”

Peter Li, Pico’s Head of Gaming Partnerships, emphasized Pico’s dedication to delivering a wide variety of high-quality fitness experiences to its users.“For Pico, launching FitXR as a subscription app on our platform underlines our commitment to bring the widest variety of high-quality and customizable fitness experiences to our customers,” Li said in a press release shared with ARPost.

The collaboration highlights the increasing appetite for amalgamating new tech and gaming to create optimal fitness experiences. FitXR enables clients to visit various fitness studios and tailor their workouts to meet their goals. With fully immersive 3D workout environments, they can enjoy fun, engaging, and result-driven fitness experiences. “We never forget to bring the fun. The fun matters just as much as the results,” said FitXR’s CMO, Lisa Raggiri.

Furthermore, FitXR also collaborated with Olympic Boxing Champion Nicola Adams to launch the “Box Like a Pro” training program, covering boxing basics for all skill levels. Adams aims to promote active lifestyles by demonstrating that fitness can be enjoyable.

FitXR Integrates With Strava for Comprehensive Progress Tracking

Apart from the new partnership with Pico, FitXR has also recently teamed up with Strava, a connected fitness subscription platform. By merging data from both platforms, this partnership aims to provide FitXR users with a more comprehensive view of their exercise journey. The partnership reflects FitXR’s drive to offer a more enriched and inclusive digital experience, allowing users to establish and attain fitness goals more efficiently.

FitXR on Strava

Kelly Cosentino, FitXR’s Fitness Chief, stated that as more and more people aim to manage their health and fitness goals, there is a heightened demand for simple access to crucial data across platforms. “FitXR’s integration with Strava provides our members with a holistic digital solution that easily fits into their lifestyles,” Cosentino said in a press release shared with ARPost. The collaboration intends to support individuals of all fitness levels by allowing them to monitor every step, action, and motion in both virtual and real environments.

With the free companion app for FitXR, users can easily send their workout data to Strava after every session. FitXR users can now join Strava’s dynamic community of over 100 million users in 190 nations. Additionally, this partnership allows them to set goals and key milestones, monitor improvement, and share their virtual accomplishments with fellow fitness enthusiasts worldwide.

Pairing a user’s FitXR mobile app with their Strava account is a straightforward task that requires only a few clicks. To initiate the syncing procedure, the user must launch the FitXR app and select the profile icon located at the bottom right-hand corner of the screen. Next, they should proceed by selecting the “Connected Apps” option from the menu and then choose “Strava.” After that, the user will be presented with a prompt to select the types of data they wish to sync with Strava, with the ability to modify their selections later. Once the user completes this quick setup, their workout information will automatically synchronize with Strava after each session.

This strategic collaboration of FitXR with Strava is pushing the company’s goal to offer a customizable virtual health club experience. The enhanced data connectivity will allow FitXR users to maximize the potential of the virtual activities and accompanying apps that encourage them to stay active.

New Partnerships Drive the Demand for a More Holistic VR Fitness Approach

FitXR’s recent partnerships with Pico and Strava highlight the increasing impact of virtual reality technology in the fitness industry and its potential to transform how individuals approach their health and wellness objectives.

By expanding the accessibility of its immersive training programs to a wider range of users, regardless of their hardware preferences, FitXR is reinforcing its dedication to providing a comprehensive and user-friendly digital experience. Consequently, FitXR empowers people of all fitness levels to track their progress more efficiently and stay motivated in their pursuit of a healthier lifestyle.

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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.

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

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

Spatial Releases Toolkit for “Gaming and Interactivity”

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

A Look at the Toolkit

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

Spatial Creator Toolkit

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

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

Spatial’s Room to Grow

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

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

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

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

Let’s See How Far it Goes

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

Spatial Releases Toolkit for “Gaming and Interactivity” Read More »

the-future-of-vr:-what’s-next-for-the-world-of-vr-gaming?

The Future of VR: What’s Next for the World of VR Gaming?

The VR gaming market is constantly evolving and has grown significantly in the past few years. With key developments in VR technology, hardware, and software driving the market forward, VR game revenues are projected to increase sixfold in five years, from $0.5 billion in 2019 to $3.2 billion in 2024.

However, declining sales of VR headsets dampen this positive outlook. In the United States, sales in 2022 dropped by 2%, from a year earlier, to $1.1 billion in December 2022. Moreover, 2023 is expected to be another slow year for the VR market, with a weak economy and inflation causing non-essential purchases like VR headsets to be put on hold.

Now many are wondering what the near-term future holds for VR. Marcus Segal, CEO and founder of ForeVR Games, shares his thoughts on the current state of VR and what’s in store in the future.

Dissecting the Decline in the VR Gaming Market

Asked about why VR sales have declined in the US despite the launch of Quest Pro and other highly-anticipated VR devices, Segal said that there are many factors at play. According to him, the decline could be due to a recession or a market correction following COVID-19.

“When all signs point to a financial downturn, people hold on more tightly to their money,” Segal told us.  Or it could be the excitement about new headsets coming from Sony, Apple, Pico, and HTC that is keeping potential buyers on the sidelines.

Then we also have to factor in the return to in-person social gatherings, so VR gaming now has to compete with movie theaters, concerts, and other live experiences as the world returns to in-person social gatherings.

Like in any other industry, the recent decline in VR sales is disheartening, but, according to Segal, this is not uncommon in nascent industries.

It is worth noting that the market is not as bleak as it appears. Despite the seemingly downward trend, a flood of new VR headsets is coming from Sony, Pico, Apple, HTC, and more. Competition between manufacturers means better products, lower prices, and a larger user base for VR gaming in the future.

Segal suggests “try before you buy” mall installations, immersive classroom settings, and other creative efforts to drive consumer awareness.

Barriers to VR Adoption

Segal also notes that while VR has made significant progress in recent years, there are still some barriers to adoption, including cost and the need for powerful hardware. He believes that the biggest barrier to VR adoption is still the form factor. New headsets’ design must be lighter and less bulky to become more appealing and comfortable to use.

According to Segal, discoverability is also a challenge for VR. Traditional forms of advertising are not as effective, and manufacturers need to get headsets into the hands of consumers who haven’t tried VR yet. He stresses that sustaining and improving engagement is critical to VR’s success.

Lastly, Segal stressed how crucial accessibility is for VR adoption. Games must be playable for people of all ages and abilities. ForeVR Bowl is an example of this, designed to be played with a single button in a seated or standing position.

The Role of Content in Driving VR Adoption

One of the biggest drivers of VR adoption is compelling content. Segal believes that game developers have a critical role to play in shaping the future of VR. “Game developers need to reach new audiences, and that requires manufacturers promoting new games and hidden gems,” he said. “We as developers also need retention features and content to motivate players to pick up their headsets and plug in more frequently.” 

As a former Zynga executive, Segal witnessed the power of social games, like FarmVille, to connect hundreds of millions of people of all ages. “In my view, play is one of the best things about being alive,” he said. For ForeVR Games, the focus is on taking the feeling of connection in play to the next level with VR, allowing players to feel as though they are in the same location regardless of their physical distance.

Customization is also key, allowing players to have fun while improving their skills over time. Segal explains, “Today, we believe that the most successful VR games and experiences are those that are easy to pick up and play, but also offer depth and complexity for players who want that option.”

A Future of Growth and Innovation in VR Gaming

The world of VR gaming holds immense potential for growth and innovation. As game developers like ForeVR Games continue to push the boundaries of what is possible in VR and advancements in hardware technology emerge, entrepreneurs have many reasons to be optimistic as they venture into VR gaming.

However, success in VR gaming requires a passionate team that sees challenges as opportunities to further what is possible, and the ability to listen to and incorporate feedback from the player base.

As the VR industry continues to evolve, those who are willing to take on the challenges and embrace the opportunities can shape the future of this exciting and dynamic field.

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