Top 8 Uses for Augmented Reality

Augmented reality (AR) is a technology with a dizzying range of potential applications. And as new and more powerful AR hardware enters the market (such as Apple’s mooted glasses), we’re likely to see even more uses for AR. 

That’s not to say that AR, as it exists today, is any slouch, and to prove it we’re looking at eight of the best uses for augmented reality.

Virtual try-ons

The retail industry has been one of the most prominent embracers of AR technology over at least the past decade. Most of the industry’s biggest brands offer some form of the technology, which allows prospective buyers to see how a product would look on them without needing to physically try it on, usually utilising the ubiquitous phone camera to display the virtual elements in real-time.

Prominent virtual try-on examples include make-up from Maybelline, clothing from ASOS and Zeekit, and shoes from Vyking.

Vyking AR Shoes
Image Credit: Vyking

Gaming

Augmented Reality has found a natural home in the gaming industry, where it has powered some huge mobile game successes including Pokemon Go and Pikmin Bloom, both from developer Niantic.

Pokemon Go in particular was a smash hit, peaking at over 250 million players per month on the back of an experience that transported the gameplay of the popular Pokemon video game series to real-world locations. That built on work the developer had done in its previous game Ingress, which allowed players to use their mobile phones to interact with virtual portals appearing in real-world locations as part of its science fiction story.

Construction

AR is a key tool in the construction industry, from the design stage right through to the actual building process. For architecture, numerous tools exist to aid in the visualisation of spaces, such as The Wild, which allows designers to view 3D models in both virtual and augmented reality.

On the building side of the equation, AR has uses ranging from training workers on safety to progress capture and tracking functionality that directly compares real-world sites with virtual models in real-time to ensure they aren’t deviating.

VisualLive
Image credit: VisualLive

Surgery

The high-stakes field of surgery is being revolutionised by augmented reality technology which can overlay vital information onto a surgeon’s field of view as they work. Mixed reality headsets such as the Microsoft HoloLens 2 allow surgeons to operate on patients more effectively, blending the real world with projections of computed Tomography (CT), and Magnetic Resonance Imaging (MRI) scans of the patients.

Holographic representations of the area being operated on can also be observed in 3D before surgery takes place to ensure a surgeon has full familiarity of the area they are working on. To find out more about the role of AR in healthcare, read our article on the subject.

The tricky business of finding your way around busy spaces has been much improved with the help of AR, such as the Live View feature offered by Google Maps, which takes existing data from the map app and overlays it on the camera’s view of the real world with help from your phone’s GPS capabilities.

Individual locations have also explored using augmented reality to help guide visitors, such as Gatwick Airport, which installed navigational beacons that guide a passenger’s way back in 2018 – all accessed via a smartphone app.

Google Maps AR / Google Lens
Image credit: Google

Education

From a school setting to on-the-job training, AR can be used to help learners safely interact with materials they would otherwise not be able to gain access to, all while remaining in a familiar setting. Google debuted augmented reality search during the COVID-19 pandemic to help people learn by placing virtual objects such as spacesuits and animals into real-world locations. A host of apps exist to bring similar objects into a classroom setting, including the Merge Cube, which adds tactility to the experience.

Energy giants such as Shell, meanwhile, are using AR to educate workers in the field by bringing in experts who can see through a worker’s eyes and even draw on the screen of the augmented reality display they are using, boosting safety as they interact with potentially dangerous heavy oil and gas equipment.

Design

Designers at all levels are making use of AR to preview how a space will look before any changes are made physically, from those designing individual rooms all the way up to those planning cities.
Non-professionals too can make use of augmented reality to aid in their designs. Just one example is furniture store IKEA’s IKEA Place app which allows users to place 3D models of the company’s goods into their own rooms in order to preview how they would look, automatically scaling them based on the room’s dimensions to ensure they are true to life.

IKEA PLACE AR app
IKEA Place AR app. Image credit: Ikea

Manufacturing

AR is one of the key pillars underpinning the phenomenon of Industry 4.0, alongside such technologies as machine learning and big data. Consultants PwC has estimated that industrial manufacturing and design is one of the biggest potential areas for augmented and virtual reality, with their use in the industry having the potential to deliver a $360bn GDP boost by 2030.
As a result, examples of the technology in action for manufacturing are easy to come by. One example is Boeing’s use of augmented reality to give technicians real-time, hands-free, interactive 3D wiring diagrams. Lockheed Martin also utilised augmented reality in the creation of NASA’s Orion Spacecraft, overlaying information to help with mission-critical procedures such as precisely aligning fasteners.

VR Metaverse for Enterprise Remio Raises $4.5 Million

Talk around metaverse’s tend to involve gaming and creator economies rather than enterprise applications, which generally fall into collaboration platforms. Aren’t the two mutually equal you may ask? Well, Remio is one such platform aiming to bridge that gap, announcing a $4.5 million USD Series Seed round to help tap into this growing market.

Remio
Image credit: Remio

Remio was founded in 2020 and since then has been adopted by enterprise customers including Google, Netflix, Hubspot, Fidelity, Twilio, and Trello. The funding was led by Khosla Ventures along with Version One Ventures, The Venture Reality Fund, and Moai Capital, with the San Francisco-based startup welcoming Khosla Ventures to its board. The funds will be used to extend the core platform so that customers build their own spaces and experiences.

Rather than purely being a collaborative app to have virtual meetings in Remio has merged game-like features into the mix. So customers can host a big corporate event or a private meeting, tackle an escape room, play some basketball or challenge each other to a paintball match. All in the name of team building.

“We’re excited and grateful for the investor support, and appreciative that Sandhya Venkatachalam of Khosla is joining our board. Their support is a testament to the value we bring to our customers as well as Remio’s untapped market potential. Interactive workplaces with distributed teams is a growing, massive market opportunity, and I believe that Remio will provide the competitive edge for human capital development to our customers,” said co-founder Jos van der Westhuizen in a statement.

Remio
Image credit: Remio

“There’s tremendous demand in the market for creative, interactive workspaces that lead to greater employee engagement and productivity. Remio is well-positioned to build upon its success in the enterprise by providing a superior metaverse experience for people and companies, and I’m looking forward to working with the team on this journey as a trusted advisor,” Venkatachalam adds.

Remio is part of an ever-growing selection of collaborative apps in VR, which include the likes of The Wild, Glue, Vive XR Suite, Varjo Reality Cloud, Arthur, Spatial, Gravity Sketch and MeetinVR to name just a few. Remio might be enterprise-focused but you can find it on App Lab for Meta Quest if you want to take a look. For further updates, keep reading gmw3.

What Might Office Culture Look Like in the Metaverse?

Almost two years into the COVID-19 pandemic, there’s no doubt that this seemingly neverending crisis has shifted how our societies work and connect with one another. It’s also rapidly accelerated the adoption of various integral technologies — particularly XR technology, blockchain, NFTs and Web 3.0 — the next phase of the internet that will bring us closer to the metaverse.

The term “metaverse” has existed for many years now, having first presented itself in Neal Stephenson’s iconic 1992 sci-fi novel Snow Crash. The idea of a metaverse is that it is a virtual space that appears to be completely real and three-dimensional, allowing for a more immersive and interactive experience for connected users. In a matter of months, it’s also become one of the biggest buzzwords of our current era — especially after Facebook CEO Mark Zuckerberg announced his plans to rebrand the company name to Meta and turn the social media giant into a leading metaverse platform.

Microsoft tycoon Bill Gates has also recently shared his belief that within two or three years, most remote meetings will take place in the metaverse. While we can’t be certain that we are headed into the metaverse on such a proverbial bullet train, we do know that in due time, much of our professional and social lives will soon find footing within the next phase of the web.

As our work lives carry on, what might office culture look like in the metaverse? Here are some of the key changes we can expect to see in the not-so-distant future.

VR Work - PR Image Factory
Photo by © PR Image Factory – Shutterstock.com

More personalised remote connections

It seems that remote and hybrid work is here to stay — albeit, still through “flat-screen” applications such as Zoom, Slack and Google Meet. As functional and familiar as these applications have become, their “two-dimensional” experiences haven’t quite managed to replace the efficiency of meeting with people in-person (an ordeal that has led to the now popularly coined term “Zoom fatigue”). 

While employees seem to have enjoyed the idea that they can work from anywhere, prolonged periods of remote meetings have also made workplace cultures feel more bland and impersonal. Without things like body language or sharing similar settings, remote work has offered less room for people to form organic, human connections. Humans are spatial learners who learn most efficiently by doing — which explains why it can be harder for us to feel like we’re really in the presence of our colleagues or friends when speaking to them over an ordinary video chat. 

Leading brands, such as Meta and Microsoft, believe we can improve the art of connecting remotely in the metaverse. Cognitively, the use of VR and metaverse platforms are likely to make us feel more focused and present with our connections. And instead of speaking with coworkers over a “flat” screen, multiple parties will be able to experience more immersive, life-like meetings that will simulate the sensation that everyone is in the same place and time.

In an effort to make remote communication easier for employees, Big Tech platforms have started unveiling more immersive communication tools. Facebook (or Meta) has already explored the idea of an early metaverse platform in their early metaverse platform Horizon Worlds, where users can use their Oculus Quest headsets to access and hold meetings in VR. 

Microsoft’s new Mesh Teams software also combines mixed-reality capabilities found in Microsoft Mesh — a platform that allows for people in various locations to create digital avatars of themselves, collaborate within a shared virtual space, chat with one another, complete projects inside shared documents and much more.

Fit Studio
Photo by © Fit Ztudio – Shutterstock.com

More enhanced collaboration software for employees

With a massive rise in remote and hybrid working, several technology firms have seen opportunities to offer more enhanced digital collaboration solutions for teams. Collaborating on projects in real-time also presented itself as one of many post-pandemic challenges, with employees often struggling with logistics or team communication while working on projects simultaneously.

3D design platform Gravity Sketch has recently launched its innovative LandingPad virtual collaboration room, making real-time collaboration between professional designers and teams much easier and more accessible through VR. Users have the ability to create personal collaboration rooms, invite team members and design at scale in 3D. There are also functions that allow for in-app voice conversations, the ability for users to edit others’ work and the ability to move around projects at scale.

NVIDIA also recently made its popular metaverse-building Omniverse software free for individual creators and artists to access in 2022. Omniverse has been a leading contender in the growing collaboration software market, with downloads from over 50,000 creators and counting. So far, Omniverse has been adopted as an industry-standard within a range of different sectors — such as the robotics, automotive, construction, media and architecture industries.

When we think about what collaborating in the metaverse may look like 10 years from now, platforms like Omniverse are leading the way. With its stunning interface and cross-disciplinary functions, NVIDIA has taken input from several developers, customers and partners to produce real-time renderings and interactive workflows that, well… work.

More diverse and inclusive teams

Working in a metaverse office, as opposed to a physical office, means there are zero limitations on who can access it. In our post-COVID era, we may remember a time when we would only seek employment in markets where we were restricted to the job market that was tethered to our home city or our physical location. Those who choose to work remotely can already wave goodbye to the days of spending two hours commuting to get to work on time, or feeling pressured to relocate for the sole purpose of seeking employment.

Companies that adapt to metaverse technology should also consider how this will impact their diversity and inclusion targets. A non-physical office or remote team will allow them to hire nationally or internationally, providing them with greater access to global talent.

Final thoughts

According to recent research released by Owl Labs, nearly half of the UK population believes that working in the metaverse will be an asset to workplaces. 52% of respondents also claim to be confident that the metaverse will “bridge the gap between in-person and remote workers by creating a more immersive environment.”

A smart idea for workplace vendors may be to consider implementing a metaverse strategy that will well-position them to access new opportunities offered by Web3. This may include staying on top of metaverse products — or looking into more streamlined integrations between space reservation interfaces and collaboration platforms.

Either way, the emergence of the metaverse is an exciting time for workplaces — offering many possibilities for companies to improve their workflows, advance their collaborative capabilities and hire more diverse talent. These possibilities, combined with the optimistic view from survey respondents, suggest that we will soon see more immersive, embodied office environments come to life.

Manufacturing in the Metaverse: What Might it Look Like?

Manufacturing is a highly complex process, in addition to being the most important part of supply chain management. There are several components that affect the manufacturing production process — such as the availability of raw materials, labour costs, inventory costs and overall marketplace demand.

Since the start of the Industrial Revolution, the effective marriage of systems and machines has allowed us to increase production times, reduce product costs and find new ways of organising work. Within the last 50 years, digital transformation has continued this trend, enabling us to better understand the physical through digital operations. 

With that being said, however, the physical has still held precedence over the digital for most of modern times. The rise of the metaverse will allow us to reverse this dichotomy, giving us access to a primarily digital space. In the case of the manufacturing industry, we will be able to translate this digital space onto the physical world, rather than simply just enhancing it.

Let’s look at some of the key ways where we can expect to see the manufacturing industry change within the metaverse.

SkyReal image1

An entrance into the creator’s economy

The metaverse will provide users with easier access to digital materials — a major shift that may very well encourage more creators and consumers to pursue industrial design. This will inevitably create new industry demands and completely change how products are made. 

3D content creation tools will also become more widely available in the metaverse. This will add manufacturing to the creator’s economy, providing the general public with more tools to render and simulate 3D prototypes at their own convenience. 

Just like with gaming platforms, streaming services or other various forms of online content creation, we will be sure to see the same type of growth proliferate within manufacturing and supply chain management. According to analyst firm TrendForce, the industrial metaverse revenue is set to reach $540 billion by 2025.

Easier collaboration on product development

The metaverse will also provide much easier collaboration on all aspects of product development. Given that it will be capable of serving as a communal space for all stakeholders involved with a project, multiple processes will be able to be achieved more rapidly and simultaneously — such as product design, sharing with manufacturers, iterating based on feedback and much more. 

NVIDIA’s VR-based collaboration tool Omniverse has experienced a successful launch in the enterprise sphere. As a multi-GPU, real-time development platform for design teamwork and 3D simulation, it has become a staple for those working in the industrial sector or for those who specialise in the creation of digital twin applications. 

To date, Omniverse has been downloaded by over 50,000 creators — with a recent platform subscription having been launched by NVIDIA to allow for wider outreach. The Omniverse platform has already experienced tremendous growth, with integrations from popular design platforms (such as Blender and Adobe) being made available for developers to use from any location. These integrations have well-positioned NVIDIA as a viable leader for collaborative product development in the metaverse.

Workplace changes due to the pandemic have also led to a rise in collaborative XR solutions within the enterprise sector. SkyReal, an aerospace-focused software company, started its operations by helping companies collaboratively approach their various stages of manufacturing — from conception and industrialization, though to training and marketing. Now, SkyReal helps aerospace teams work on CAD files in real-time, offering them an immersive experience that allows for even better collaboration capabilities.

More streamlined processes through digital twins

Digital twins are virtual representations that serve as real-time replicas of a physical object. From gaming companies to automotive manufacturers, many industries have already started using digital twins to collect real-time data and predict how objects will perform before they are manufactured and sold.

The digital twin market has been projected to grow to an incredible $86 billion by 2025. This level of growth is largely being fueled by an increase in demand for things such as predictive maintenance, industrial IoT solutions and a smarter and more energy-efficient infrastructure.

Digital twins also provide real-time data for users, allowing them to gain better insights on overall production processes. For example, automotive manufacturers are already using digital twins to better pinpoint equipment failures and ensure that all parts are meeting quality standards before being delivered to customers.

Photo by © Alexander Tolstykh – Shutterstock.com

BMW has already started using a simulated system to better streamline its production process. A version of the company’s Regensburg-based production line exists solely within a computer simulation, serving as a digital twin to its physical counterpart. Before any parts enter the production line, the entire manufacturing process runs in a hyper-realistic virtual iteration of the factory. By adopting this technology, managers can now plan their production process in greater detail.

Other large companies that have adopted the use of digital twins include Microsoft, Unilever, Boeing, Siemens Energy and Ericsson. With Azure Digital Twins, Microsoft has created a leading IoT platform that features a live execution environment, allowing users to create digital representations of real-life things, people, places and processes.

In all, digital twins will be an extremely integral building block of the metaverse. They will provide us with lifelike representations of things from our physical world and come equipped with live feeds of every sensor and component they contain.

Shorter lead times

The collaborative approach offered by working in the metaverse will certainly shorten the life cycle for projects. More robust virtual spaces will also allow manufacturers to quickly see how moving assets around can impact a production cycle. By simulating real physics and identifying potential errors, this approach is a great way for manufacturers to see more efficacy and faster turnaround times.

Down the road, greater interoperability initiatives will also make product designs generally easier and faster to implement. Designers and creators will no longer have to go through as many hoops to complete their designs and get them into the hands of manufacturers. This will result in shorter lead times, as well as an exponential increase in the number of product designs they can complete.

Supply chain transparency

In more recent years, demand for supply chain transparency has been on the rise. According to the MIT Sloan School of Management, consumers are reportedly willing to pay between 2% and 10% more for products that offer greater supply chain transparency. 

What we can deduct from this data is that consumers find value in the treatment of workers in a supply chain, as well as in a company’s efforts to provide decent working conditions. Ethical concerns, such as slave labour or deforestation, have made consumers increasingly more averse to purchasing products that don’t meet these standards.

With this being said, the truth is that supply chains were not originally designed to be transparent. However, access to the supply chain or to digital twin management in the metaverse could resolve this issue for good.

Working in the metaverse will also provide far better project visibility, for both staff members and consumers alike. Given that multiple collaborators will be able to work within the same space, regardless of their physical location, all parties will have access to 3D design representations of how products are designed, built, sold and distributed. Customers may even grow used to tracking their orders throughout the entire cycle, from raw materials through to a finished product. With this added insight, customers will gain full transparency into the entire production process.

Greater supply chain transparency will also give customers greater visibility of lead times. This will offer them a better sense of real-time shipping costs and allow them to better prepare for potential pitfalls (such as shipping delays).

Final thoughts

The metaverse will pave the way towards a digital-first approach to manufacturing. This will essentially be driven by both consumer preferences and different types of actions that will be necessary to operate inside a virtual world. 

There are valuable steps that manufacturers can take to bring us closer to an ideal metaverse system. For starters, it is critical that they work on harvesting data from their processes — and also that they implement the best interoperability protocols for connecting said data across the entire supply chain.

Recent innovations — such as NVIDIA’s CloudXR platform (which has been configured to work with Google Cloud) — have begun enabling organizations to securely access their data through cloud-based solutions. This will allow creators to access their work and collaborate on projects from anywhere in the world, all while doing so through the lens of an immersive, high-quality user experience.

In all, these areas are all currently being worked on to forever disrupt and change the concept of supply chains. This is an extremely exciting and innovative time for manufacturing technology — and we look forward to tracking the eventual paradigm shift that’s to come.

NVIDIA Omniverse is now Freely Available to Creators

NVIDIA Omniverse

In its bid to help creators and businesses connect NVIDIA launched the beta version of its Omniverse platform last year, offering early access to those interested in signing up. As part of CES 2022 this week, the company has announced that the platform is now freely accessible to creators with no sign ups required. Additionally, several new features are also available.

NVIDIA Omniverse

These new additions include Omniverse Nucleus Cloud, a feature that enables sharing of large Omniverse 3D scenes without transferring massive datasets so that clients can see changes made by creators in real-time. Then there’s Omniverse Machinima where users can remix and recreate their own videogame cinematics using free characters, objects and environments from titles such as Mechwarrior 5 and Shadow Warrior 3.

For those who require facial animations, there’s Omniverse Audio2Face. This is an: “AI-enabled app that instantly animates a 3D face with just an audio track,” states NVIDIA. Creators can then directly export to Epic Game’s MetaHuman Creator app.

“We are at the dawn of the next digital frontier. Interconnected 3D virtual worlds … with shops, homes, people, robots, factories, museums … will be built by an expanding number of creators, collaborating across the globe,” said Jeff Fisher, senior vice president of NVIDIA’s GeForce business at CES 2022. “This is the future of 3D content creation and how virtual worlds will be built.” 

NVIDIA Omniverse

To help creators even further, 3D asset libraries like TurboSquid by Shutterstock, CGTrader, Sketchfab and Twinbru have all added support for the Omniverse ecosystem, all based on Universal Scene Description (USD) format.

“With this technology, content creators get more than just a fast renderer,” said Zhelong Xu, a digital artist and Omniverse Creator based in Shanghai. “NVIDIA Omniverse and RTX give artists a powerful platform with infinite possibilities.”

NVIDIA Omniverse is free to download for individual users and works with GeForce RTX graphics cards to enhance existing 3D workflows. For businesses, there’s Omniverse Enterprise, a subscription service with a 30-day free trial. For continued updates from NVIDIA, keep reading VRFocus.

Horizon Workrooms to Introduce Zoom Meetings in 2022

Horizon Workrooms

Several weeks ago Facebook launched its vision for work-based collaboration in virtual reality (VR), Horizon Workrooms. Designed to help colleagues connect remotely, this week it has been revealed that the highly popular video conferencing service Zoom will be integrated into Horizon Workrooms next year.

Horizon Workrooms - Zoom

Horizon Workrooms is currently in open beta for Oculus Quest headsets, allowing anyone to test the new software. With the integration of Zoom, users will be able to join Zoom Meetings and use Zoom Whiteboard directly within VR, to create what could be a seamless experience between the two platforms.

With companies having to switch to remote working during the course of 2020, many have turned to video platforms such as Zoom to stay connected. This has helped Zoom’s popularity soar but has also meant a new term being coined in the process, “Zoom fatigue”. Whereby people find themselves in so many video meetings that it just becomes mentally draining, lacking the fluidity of being together in person. So it’s no surprise that Zoom aims to combat such an issue with initiatives like this with Facebook.

A sneak peek was shown at Zoomtopia this week, Zoom’s annual conference (taking place virtually, of course!). Inside Horizon Workrooms users will be able to dial into those video calls as they normally would, so they can sit around a virtual desk with others in VR whilst talking to even more over Zoom. And with Zoom Whiteboard on hand, brainstorming new ideas shouldn’t be too difficult either as everyone in the meeting can add their input.

Horizon Workrooms

Zoom and Facebook haven’t said when they plan to integrate this functionality into Horizon Workrooms during 2022 but the software has plenty of features to keep you busy. There’s the mixed-reality desk and keyboard tracking, which alongside Oculus Quest’s hand tracking means you can see your desk and keyboard to naturally type as you would outside of VR. There’s also remote desktop streaming, spatial audio, and the new Oculus Avatars for that immersive feel.

There are plenty of other ways to collaborate in VR with Horizon Workrooms joining the likes of Spatial, MeetinVR and Arthur to name a few. For continued updates in this field, keep reading VRFocus.

NVIDIA Opens Omniverse Platform to Millions More Users With Blender Integration

NVIDIA Omniverse

NVIDIA’s virtual reality (VR) compatible, enterprise-ready collaboration tool NVIDIA Omniverse saw an early access launch last year after debuting back in 2017 at the company’s GPU Technology Conference (GTC). This week as part of SIGGRAPH 2021, NVIDIA has announced that the platform is expanding by adding new integrations with Blender and Adobe.

NVIDIA Omniverse

NVIDIA has revealed that since the arrival of its open beta in December, Omniverse has been downloaded by over 50,000 creators. These new integrations could open the platform up to millions of designers and artists who use Blender and Adobe software and wish to collaborate.

Blender is an open-source 3D animation tool used around the world and now gets Universal Scene Description (USD) support, enabling access to Omniverse’s production pipelines. On the Adobe side, the two companies are collaborating on a Substance 3D plugin, eventually opening Substance Material support to Omniverse. This will unlock new material editing abilities for users.

“NVIDIA Omniverse connects worlds by enabling the vision of the metaverse to become a reality,” said Richard Kerris, vice president of the Omniverse development platform at NVIDIA in a blog post. “With input from developers, partners and customers, we’re advancing this revolutionary platform so that everyone from individuals to large enterprises can work with others to build amazing virtual worlds that look, feel and behave just as the physical world does.”

NVIDIA Omniverse

“Lots of companies are, and have been, talking about the metaverse, but NVIDIA is one of the few that is actually delivering on its promise,” said Jon Peddie, noted author, consultant and founder of Jon Peddie Research. “NVIDIA brings a broader understanding of the needs of designers of all types and has many of the tools they can use — for free. The NVIDIA Omniverse platform has the potential to transform nearly every industry by making truly collaborative, creative innovation possible in a common virtual space for the first time.”

Designed for global and smaller enterprise customers, NVIDIA Omniverse is currently being evaluated by the likes of SHoP Architects, South Park and Lockheed Martin. Artists can use the platform to design buildings and create new products, viewing them in on a flatscreen or in VR.

Whilst NVIDIA Omniverse is currently in early access NVIDIA plans on officially launching it later this year on a subscription basis. For continued updates on Omniverse keep reading VRFocus.

Collaboration Tool Arthur Enhances Feature Set With Photorealistic Avatars

Arthur

If you’re a company looking to embrace virtual offices and immersive, remote collaboration then there are a number of options available to you. One of the latest for Oculus Quest users is Arthur, a virtual workplace app that only launched back in March. Developer Arthur Technologies has just rolled out a new update to improve the service by expanding the room size as well as offering photorealistic avatars.

Arthur

Arthur is split between consumer (intended for startups and individual professionals) and pro (currently in beta) models, with both receiving the photorealistic avatars update. The self-generatable avatars also feature accurate lip synchronization and various wardrobe options so it actually looks like you’re talking to someone, further aiding that feeling of presence.

The Pro model also gets a few added extras for companies to experiment with. There’s the expanded room capacity to more than 50 participants in VR, enabling large corporations to conduct internal meetings on a grander scale. The inclusion of Audio Zones allows people to hold private conversations with a subgroup of people with meetings, plus speech-to-text capabilities users can simply record their voice to generate notes.

“While most VR platforms offer simple meetings with a few people, Arthur is mainly used for large-scale brainstorming sessions with whiteboards, flow charts, and other complex meetings in real-time,” said Christoph Fleischmann, Founder and CEO of Arthur in a statement. “We are making the virtual office a highly sought-after solution for the enterprise space, combining a collaborative and highly productive meeting environment with realistic settings to meet with colleagues and coworkers, such as a coffee bar.”

Arthur

“Since our launch in December 2020, we’ve received great feedback from our professional users on how they’re currently using the platform, and how they’d like to use it for virtual collaboration going forward,” Fleischmann continued. “We’re continuously finding ways to adapt to the evolving needs of our clients and are looking forward to what’s next for Arthur.”

Arthur has been in development for four years already being used by major Fortune 500 companies and organisations like the United Nations. It allows users to integrate platforms like Google Drive so they can share files and 3D models, supporting formats including MP4, PNG, PPTX, and more. As the collaboration app continues to improve its services VRFocus will let you know.

4 Surprising Ways COVID-19 Has Forced the World to Innovate

Luminous

Digital transformation is a conversation that is and was taking place before COVID-19. Businesses wanted to know how to become more competitive, reactive, and efficient, and how services for users can be improved. McKinsey’s global survey of 889 executives reported that COVID-19 certainly accelerated digital transformation by several years in some sectors. Many of these changes are expected to remain in place long-term.

Here, we take a look at the top COVID-19 tech trends and how they will remain part of our lives in the future, post-pandemic.

Qualcomm XR1 AR Reference Design
Image credit: Spatial

Are remote working and virtual reality training the future?

Remote working was clearly one of the biggest COVID-19 tech trends. The number of people remote working took a quantum leap as we were forced to stay in our homes and continue working as normal where possible.

Hybrid office and remote working models are likely to continue following the pandemic. The pandemic has disrupted cultural and technological barriers that prevented working from home in the past, creating a social shift in workplace expectations. McKinsey predicts that over 20 per cent of the global workforce could be working remotely three to five days a week. This would have a significant impact on local economies, transportation, and general spending.

Virtual training took precedence in the education and corporate world, with the widespread adoption of online activity fuelling this. While some may be concerned about effectively emulating an in-person learning experience when training remotely, virtual reality training can deliver exactly that. Virtual reality training helps to create a live, synchronous virtual environment and has been used in healthcare and medicine, engineering and auto manufacturers, and many more industries.

A report from PwC in 2020 forecasted that around 23.5 million jobs across the world will be using augmented and virtual reality by 2030 for training, meetings, and customer service. Virtual reality is cost-effective, practical, and a safe place to learn new skills.

Contactless payments

The COVID-19 pandemic changed how we pay for things. The Centers for Disease Control and Prevention (CDC)  recommended that we avoid cash and use contactless. Contactless payment has been a popular option for many years and has now become the preferred way to pay for the majority. So much so that research has reported that 54 per cent of shoppers would change to a retailer that provided contactless payment.

From start to finish, this technology has gone more mainstream, with mobile and contactless payments becoming the norm. It is predicted that this will become the standard method to pay, with faster, convenient, and secure checkouts that will dictate consumer behaviours.

Wander - Travel
Image credit: Wander

Virtual reality tourism

The concept of virtual reality tourism would’ve likely been a futuristic one. Nobody would have ever predicted we would be staying in our own countries all year with airline companies struggling to stay afloat. That’s leaving plenty of us frustrated with a holiday itch to scratch. More and more of us are turning to virtual reality to relieve this demand for travel.

Virtual reality travel experiences are possible through headsets that give users realistic access to places like Antarctica and the pyramids in Egypt. Currently, virtual reality is used to help travellers decide where they want to go. It allows customers to take 360-degree tours of resorts, directly book their flights, and choose seats on planes, and specific hotel rooms at home.

The world needs sustainable tourism, and this is becoming a viable option to cut down emissions. This can also help preserve historic sites that are being damaged through mass tourism. Although virtual reality tourism isn’t intended to replace the experience of real-world travelling, it can help keep interest alive in locations abroad.

3D printing and laser scanning

Logistics and supply chains have been disrupted during COVID-19, resulting in shortages of goods. 3D printing has been adopted rapidly in many instances during the COVID-19 pandemic, with factories manufacturing on-demand resources for essential services like personal protective equipment and ventilators for healthcare.

The market study firm CONTEXT commented: “The demands made of printers in all price ranges increased as they were used to create pandemic-related items ranging from PPE to nasopharyngeal swabs.

“While this could not fully compensate for lost demand from closed markets (such as consumer products, education, and the dental and automotive industries), it clearly demonstrated the flexibility of the technology, showing how it can be leveraged to help overcome supply-chain disruptions and could, in future, be so used across many industries.”

The flexibility of 3D printing shows the value this can hold across industries. It allowed organisations to act quicker than other manufacturing technologies in the production process, removing the need to rely on complex supply chains that were disrupted. It would be a wise investment for the future.

COVID-19 has innovated tech in many different ways. It has changed everything from the way we do mundane things like pay for goods to how essential services are facilitated through specialist 3D printing equipment.

Spatial 3.0 Adds Live Translation, iOS LiDAR Support & More

Spatial

The XR collaboration space has been hotting up over the last year with new apps arriving as well as new features being added to existing software. Today, Spatial has announced its latest raft of updates to improve its service, taking on board requests from customers and making them a reality.

Spatial

Spatial has strived to meld the real and the virtual, allowing users to take selfies and upload them as an avatar. Bringing that sense of realism into Spatial has taken a step further today with support for iPhone/iPad Pro LiDAR. Now you can scan a model or your own physical environment and import it into Spatial. Thus, you can create your own room environment should you wish. 

Another big addition is live translation available to Pro users. Supporting over 30 languages, ideal for teams based in different regions worldwide, the feature ensures there’s no barrier with communication. Users can also enjoy a new outdoor environment, stronger host controls to handle large meetings, a selfie stick to take pictures that can then be shared, spatial audio improvements and enhanced avatar customization which includes skin and shirt colour.

“Real-time 3D collaboration was always an inevitable future for the next medium of computing but Covid-19 has catapulted it forward,” said Anand Agarawala, CEO of Spatial in a statement. “We never built Spatial with the idea that it would replace in-person work but as we suddenly find ourselves in this new normal, companies are having to tackle issues they had not foreseen. Some of the new features mirror in-person work etiquette like greater security and controls for meeting organizers, whereas others have surfaced naturally after spending hours collaborating in these new virtual spaces. Our plan is to make Spatial as ubiquitous and useful as Google Docs is today. We want it to become a tool users can’t live without.”

Spatial

Like many collaborative apps Spatial prides itself on being easily accessibly, whether that’s via a virtual reality (VR) headset like Oculus Quest, a mixed reality (MR) device such as Microsoft’s HoloLens 2, and even through the web for desktop users. Today’s update further improves the latter’s ease of use. Guest access is now available where no account sign-up or user account is required for web users, great for setting up quick meetings. Plus, web participants can now move their viewpoint for a more optimum position in the room.

Spatial is free to download for Oculus Quest, HoloLens, Magic Leap, Nreal, iOS and Android. The company has announced plans to launch a PC VR version for Steam, supporting Oculus Rift, HTC Vive, Valve Index, Windows Mixed Reality and Varjo headsets in the near future. For further updates, keep reading VRFocus.