‘Sense Arena’ is a VR Hockey Trainer That’s Being Adopted by NHL Teams

Flying, driving—even fencing & crane operation—and now hockey. VR continues to prove out training as a core use-case for the technology. Sense Arena is a VR hockey training platform in use by NHL teams and now expanding beyond goalie training to players all across the rink.

Sense Arena is a VR hockey training platform aimed at professional & amateur teams alike. What started as a system designed primarily for goalie training is evolving to include training exercises for players of all positions. Last month the company began taking pre-orders for the Sense Arena for Players version which is expected to begin shipping in the second half of this month.

Both the Goalie and Player versions of the system are sold as a complete package including an Oculus Quest 2, controller mounts for goalie gloves and hockey sticks, the Sense Arena software, and a case to store everything. The complete package for the goalie kit is $700, plus $99 monthly (or $89 per month annually). Lesser versions not including the extra equipment are available for less, and are geared toward players running basic exercises at home rather than on the ice.

Image courtesy Sense Arena

According to NHL.com the system has been used by at least 10 NHL goalies including Philipp Grubauer of the Colorado Avalanche, Elvis Merzlikins of the Columbus Blue Jackets, and Antoine Bibeau of the Carolina Hurricanes.

Image courtesy Sense Arena

Since the system only tracks the player’s head and hands there’s a lot of the player’s body and motions that can’t be accounted for, meaning it is far from a perfect physical simulation. However, Sense Arena pitches itself as being a cognitive training tool as much as being about working on technique. For the goalie version, the company touts the following benefits:

Reading the Release
Improve your ability to read the release by watching interactive videos of players hooting at you. Make the saves, track the player, track the puck.

Screens
The probability of making a save increases dramatically when you can see the puck. Practice your ability to face screens in difference game situations.

Box Control
No other tool gives you an indication of the right box control on the fly. You will learn how to fill the majority of the new when facing shots.

Shot Replay
3D replay of all shots from the perspective of the shooter or the goalie. Walk around yourself and study how you made or didn’t make your saves.

Training Plans
Professional NHL goalie coaches, Pro goalies, and well recognized goaltending specialists created a number of eight days training plans for goalies at all ages.

Understanding how to best read shots on goal would surely be difficult with anything less than motion data from real players. Sense Arena came up with an interesting solution to this problem by superimposing footage of real players shooting on the goal and then transitioning the puck from the filmed version to an interactive version just before it reaches the goal.

Other exercises use simple dummy player props for more dynamic exercises, like watching for screened shots.

Sense Arena also claims to measure player performance by tracking exercise data over time to give players and coaches a way to monitor their training progress through a cloud-based platform.

As far as efficacy is concerned, Sense Arena seems to have earned the respect of some pro teams so far. In April the Arizona Coyotes, an NHL team based in Phoenix, AZ, announced it had signed a multi-year partnership to use Sense Arena in its training program.

“When I first experienced Sense Arena I knew immediately that it is a game changer,” said Brian Daccord, Assistant GM of the Arizona Coyotes. “Ice time and goalie coaches are limited but Sense Arena gives motivated goalies the opportunity to improve without the physical wear and tear associated with on-ice training.”

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Don’t Stress About a Job Interview With Bodyswaps’ new Simulator

Bodyswaps Job Interview

Job interviews don’t tend to be the most pleasant of experiences as potential employers grill you on what makes you suitable for a particular role. Hence why a lot of people tend to get nervous, flustered and then worry they’re not presenting themselves in the best light. This is where soft skills training specialist Bodyswaps comes in with its latest solution, a job interview simulator.

Bodyswaps Job Interview

The Job Interview Simulator course is split into four modules aimed at helping you practice your pitch whilst teaching you various interview techniques and how to answer questions with confidence. The modules are:

  • Managing Interview Anxiety
  • Landing The Perfect Job, On Your Own Terms!
  • Three Steps to Answering (almost) Any Question
  • Interview Simulation

There are 75+ questions to work though, with behavioural analytics on verbal and non-verbal performance given. Thus, students can gain confidence in a safe virtual environment and repeat modules to help bolster weaker areas.

Bodyswaps Job Interview

“Educational institutions often lack the resources to engage students and give everyone the time and attention that mastering great interview skills needs. Our Job Interview Simulator leverages VR and AI, to support repeated, autonomous and hyper-personalised practice. For students, this is an opportunity to learn to present their best self and get the job of their dreams. For organisations, it’s a groundbreaking approach to boosting student outcomes, quickly and at scale, in these challenging times,” said Bodyswaps CEO Christophe Mallet in a statement.

If you’ve been stressing about an upcoming interview then good news, the simulator is available today, with a free demo available via the Bodyswaps website. For the best experience, you’ll want to be in virtual reality (VR) but the software does support smartphones and PC’s as well.

Bodyswaps offers a range of soft skill training solutions for individuals and employers including Active Listening, Clear Communication and Challenging Non-inclusive Behavior. It joined HTC’s global XR accelerator program, Vive X, in 2020 to help expand its content lineup, with more course planned for 2021. As further updates are released, VRFocus will let you know.

Oakland Athletics Adopt VR Headsets For MLB Pitcher Visualizations

The Oakland Athletics are using VR headsets to prepare for MLB games, with hitters able to watch virtual visualizations of a pitcher’s throw before playing against them in real life.

According to MLB.com, the application and programming is done by WIN Reality VR, and allows players to simulate at-bats against virtual pitchers, designed to emulate the velocity, pitch movement and release point of real-life pitchers. For players like Matt Olsen from the Oakland Athletics, this allows them to examine a pitcher’s throw in VR before playing a game against them.

If you’re going up against someone for the first time, being able to watch a simulation the match is a huge advantage. This is exactly what Olson did before he went up against the Tigers starter José Ureña last week.

“I haven’t used it as much during the season but I like to do it on guys I haven’t seen before because it gives you a decent idea of what their motion is like and how their stuff moves,” Olson said, speaking to MLB.com. “I’ll try to watch mainly the dudes that I haven’t seen before to see what the ball looks like coming out of their hand.”

Olson also said he plans to use VR again this week before his matchup against Tigers starter Casey Mize. It’s not just Olson either — others are also apparently dipping their toes into VR training. “I know some guys have it on their own and they do it at home,” Olson said. “I can’t say exactly how many guys are using it. I know some guys aren’t on it and some guys are. It’s kind of like a personal preference thing.”

Manager Bob Melvin said that the team would continue to use VR as an option for training, as it allows the players to get “as close a look as you possibly can” to the other team ahead of a game, especially if it’s a first matchup.

You can read more over at MLB.com.

Osso VR Expands Surgical Training Specialties Into Endoscopy & Interventional Procedures

Osso VR Tool Use

There will likely come a time where most surgeons will have received some form of training utilising virtual reality (VR), with several companies specialising in this field. Previously focusing on orthopaedic training, Osso VR has announced the expansion of its VR modules to include specialities such as interventional procedures and endoscopy.

Osso VR Screenshot 2020

The addition of these allow surgeons, sales teams and other trainees to practice techniques within a safe and repeatable environment, ideal in the current climate. And thanks to Oculus Quest support, professionals are able to train and assess themselves anytime, anywhere in realistic settings.

An example of the endoscopy can be seen in the video below, showcasing Osso VR’s highly realistic digital representation. This level of detail was rolled-out in 2020 as the company aimed for film-level quality throughout is platform.

“As an orthopaedic surgeon I have seen firsthand the need for an on-demand training and assessment tool for healthcare professionals,” said Justin Barad, MD, CEO and co-founder of Osso VR. “Initially Osso VR started mainly in orthopaedics, but what we have found is the unique platform we have built has been widely applicable across a range of specialities.  We’re excited to formally launch this expansion in order to reach more healthcare professionals in order to provide value for their patients. This is an important milestone in Osso’s ambitious mission to improve patient outcomes, increase the adoption of high-value medical technology, and democratize access to surgical education worldwide.” 

Osso VR

These improvements have been made possible thanks to Osso VR securing a $14 million USD investment in a Series A funding round led by Kaiser Permanente Ventures, with SignalFire, GSR, Scrum Ventures, Leslie Ventures and OCA Ventures also participating.

Osso VR was founded in 2016 by Harvard-trained orthopaedic surgeon Justin Barad, MD, with the platform currently used by 20+ teaching hospitals and 11 top medical device companies in 20 countries. It has built a medical illustration team consisting of veterans from Industrial Light & Magic, Electronic Arts, Microsoft, and Apple. As further advances are made in the medical VR space, VRFocus will keep you updated.

Make Real & Immerse Partner on All-in-One Training Solution for Enterprise

Immerse

Last week British XR specialist Make Real announced a new partnership with construction services company Kelbray. This week the studio has revealed another, teaming up with Immerse to provide an all-in-one virtual reality (VR) training platform for their enterprise customers.

Make Real header

Both companies are already well-versed in providing immersive training solutions across a range of industries. The partnership will see them create a library of VR training content which enterprise organisations can access through the Immerse platform.

Initially, Make Real will add its current selection of training programmes to the platform. These will include Slinger Signaller, Site Access Traffic Marshalling, Rear Guard and D&I Perspectives VR (all Oculus Quest compatible) and End Point Assessment (for HTC Vive). All available alongside Immerse’s own VR content, covering topics such as health and safety, business development, and soft skills training.

“Since going on the road to promote our immersive experiences at events from 2014 onwards, we have always had a great, supportive relationship with Immerse, often sharing expo floors and crossovers of clients and sectors we both focus on and service within. As we move forwards into 2021 and the rapidly growing enterprise marketplace, it is the right time to formalise a strategic partnership to bring the experience and unique strengths of both companies together,” said Sam Watts, Immersive Partnerships Director at Make Real Ltd in a statement. “This will form a unified solution of a virtual reality software platform combined with engaging content, providing the best outcomes for enterprise customers of learning and measurement.”

Immerse - image1

“Partnering with Make Real is a fantastic step in our endeavour to enable all businesses to capitalise on the opportunity offered by immersive technology in a rapidly changing world. This collaborative offering will enable companies to import and deploy world-class content on a powerful platform, with minimal setup and expertise required. Immerse prides itself on delivering innovative solutions to complex challenges across businesses processes, and we hope that this will be the first of many partnerships of this nature,” Tom Symonds, CEO at Immerse adds.

Between them, they already have customers including Shell, DHL, Vodafone and Lloyds Banking Group. As the partnership continues to grow and expand its content selection, VRFocus will keep you updated.

One VR Studio Is Using Quest To Highlight Discrimination And Exclusion At Work

UK-based Make Real’s new VR project gives users a first-hand experience of discrimination and exclusion in the workplace.

D&I Perspectives is built by the studio’s R&D team, The Drawing Board, and subjects users to several real-life accounts of certain difficulties people encounter in an office environment. Cast as an employee, you face different scenarios in which colleagues and bosses, brought into VR via live-action camera capture, place you in difficult situations. Crucially, the app asks users to consider how these situations and issues within a person’s life, either invisible or otherwise, could affect a co-worker’s happiness and comfort. Check out the trailer below.

After the VR experience, the app reveals four real stories that helped assemble the experience. Though built with low-cost technologies, the experience is an effective way of bringing more traditional training materials into a new era, and the personal touch that VR affords helps you to better relate to the issues the app rasies. Make Real CEO Sam Watts told me that the company wanted to “explore ways to enhance one of the current key areas of soft-skills training” after seeing success in other VR training services.

Watts explained that diversity, equality & inclusion are “important to us as a studio in terms of how we hire and support the VR industry, working with groups to enable pathways in for under-represented individuals to ensure there is a wide set of voices and creators in the emerging medium of VR. Following on from our own studies and those covered in depth elsewhere, VR is a perfect fit for soft-skills training and raising awareness of situations that users may not have knowledge or experience of.”

Make Real sees the experience being deployed to companies as part of wider training programs. Alongside the Oculus Quest version, there’s also a WebXR edition that allows the experience to be viewed on low-cost headsets. “By allowing users to experience life in the shoes of others, we see it as being a powerful tool to make us all better people by enabling us all to communicate and treat each other with respect and kindness,” Watts said.

VR Fencing Trainer Combines a Real Sword with Virtual Instruction

Easily joining my list of ‘things I didn’t foresee VR being used for’, Fencer is a virtual reality fencing trainer which uses a real fencing sword attached to an Oculus Quest controller to help would-be fencers learn the underlying strategies and movements.

Russian VR studio Boxglass has developed Fencer, a VR fencing trainer which the company says is built to help new players learn the sport of fencing, tuned toward the rules and customs of the International Fencing Federation, the governing body of Olympic fencing.

Making use of the Oculus Quest headset and one of its controllers attached to a fencing sword, the app walks users through “a gamified set of exercises aimed a reaction and attention,” as well as exercises to train attacking and defensive strategies.

Because the user is using a real fencing sword with the correct weight as they would use in a fencing duel, the studio says that correct “muscle memory and motor skills are formed” with Fencer.

While it would clearly be difficult to learn parrying virtually (because there’s no opposing sword to strike your own), Fencer could certainly train strike accuracy, sword placement, evasion, and a host of other skills important to the sport.

Image courtesy Boxglass

The €2,000 Fencer kit—which includes the headset, sword & controller mount, and app license—is targeted toward fencing gyms rather than individual users. The studio appears to have launched the kit last month.

It’s a shame that a consumer focused BYOS (bring your own sword) version of the app isn’t available; beyond just helping players train, an application like Fencer seems like a smart way to draw new players into the sport by lowering the barrier to entry.

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Military Contractor ECS Awarded Grant to Build VR Army Medic Trainer with Advanced Haptics

Military contractor, Engineering & Computer Simulations (ECS), has received a grant from the federal Small Business Innovation Research program—likely ranging from $500,000 to $1.5 million—to pilot a virtual reality training program for U.S. Army medics.

Founded in 1997, ECS is a Florida-based contractor which builds digital training and other tech solutions for the U.S. military.

The company today announced that it has received a ‘Phase II’ grant from the federal Small Business Innovation Research (SBIR) program, an annual fund of more than $3 billion which aims to support private companies in developing new technologies that both fit federal needs and show potential for commercialization.

The grant is to support the development of a virtual reality training program for U.S. Army medics under the umbrella of the Army’s ‘Synthetic Training Environment System’ program (which employs digital training of all sorts).

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While ECS didn’t announce the amount of the grant, SBIR documents say that most Phase II grants range from $500,000 to $1.5 million. The company skipped a Phase I grant, which is smaller and focused on the initial concept, while Phase II focuses on building a functional prototype.

ECS says its VR medic training program is designed to integrate with the Army’s existing Tactical Casualty Combat Care procedures.

The VR training program will include “multi-player integration, instructor dashboard and analytics, STE integration, and a training effectiveness evaluation,” the company says.

Image courtesy ECS

ECS plans to partner with the Mayo Clinic to guide the medical aspects of the system and with HaptX to employ the use of the company’s advanced haptic gloves to increase the realism of the VR training program.

HaptX—which makes perhaps the most advanced haptic gloves presently available—has been positioning its product toward virtual reality training and other non-consumer applications. In late 2019 the company announced that it raised $12 million in funding to continue development of its gloves.

Image courtesy HaptX

Bulky but impressive, the HaptX gloves offer both force-feedback and detailed haptics. Together, the glove can both lock the wearer’s hand in a position which simulates the feedback provided by a physical object and create convincing sensations of touch with an array of micro-pneumatic haptics across the palm and fingers. We most recently got to try the HaptX gloves in 2018.

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ECS hopes that using the gloves will make its VR training program more effective by enhancing the realism of the simulation and allowing trainees to feel the sensations of holding virtual tools and interacting with patients.

For now the project is in the pilot phase, but if proven effective it could be rolled out widely for Army medic training in the future.

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Boeing Is Using Varjo Headsets To Train Astronauts For Its Starliner Spacecraft

US aerospace giant Boeing will use Varjo’s VR-2 advanced mixed reality headset to train astronauts for its Starliner spacecraft.

NASA has used virtual reality for training for decades, but the low resolution limited the range of tasks that could be simulated. Boeing says this is the first end-to-end VR astronaut training system.

Starliner, currently in the uncrewed testing phase, is Boeing’s upcoming reusable crew capsule. It will be used for the same NASA program as SpaceX’s Dragon 2, which in late May launched astronauts for the first time. Essentially, the task once handled by the Space Shuttle (ferrying crew to the International Space Station) will now be taken by these two private companies.

Varjo is a Finnish company which sells ultra high end VR headsets, some with powerful mixed reality capabilities. The unique “bionic” display system projects a smaller but higher resolution image in the center of the lenses. Within this central area, Varjo claims “human eye” resolution.

That comes at a cost though- the VR-2 is priced at $4995. Companies like Facebook and Sony design hardware for a consumer market, but Varjo doesn’t have this restriction.

The astronaut training system can be used for an entire mission, from pre-launch to docking with the international space station, and the full journey back to earth.

The system’s development was lead by Boeing’s Connie Miller. Engineers in Australia recreated the Starliner in Unreal Engine, and this was then integrated in the Houston training center. Miller saw Varjo’s headsets as a breakthrough thanks to the resolution, which allows even the smallest controls to be read clearly.

Using VR also has the advantage of allowing training to continue in pre-launch quarantine, which was not possible with traditional systems.

Starliner includes one seat for potential space tourism. Boeing hasn’t announced concrete plans to commercialise this, but the Varjo based training system has the potential to make training tourists much easier than before.

Boeing hopes the VR system can be brought aboard Starliner itself when it launches in 2021, allowing for in-orbit training of advanced scenarios. In 2017 an Oculus Rift was sent to the International Space Station, but Varjo’s resolution enables completely new use cases.

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Boeing is Using Varjo Headsets to Train Astronauts for an ISS Docking Mission in 2021

Varjo announced today that Boeing is spinning up a VR training program for its upcoming Starliner mission to the International Space Station in 2021. The company says that its retinal resolution headset enables virtual training scenarios—like docking to the ISS—that weren’t feasible before.

Varjo is the creator of high-end enterprise VR headsets, and the only headset in its class that offers “retina resolution,” meaning that it can resolve detail to the limit of human vision. The headsets accomplish this by using two displays per-eye: one for high detail at the center of the image, and another for an immersive field of view.

The company announced today that Boeing is using Varjo headsets for a new VR training simulations that will prepare astronauts for upcoming missions, including the company’s first crewed mission aboard its Starliner spacecraft which is set to launch and dock with the International Space Station in 2021.

This would be far from the first time that an aerospace company is using virtual reality for training. NASA was experimenting with its own VR headsets at least as far back as 1985, and has been using modern VR tech too, while HoloLens and Rift took their first trip to the ISS back in 2016.

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Boeing had been exploring VR hardware and software since 2017, but found that the limited resolution of headsets made many types of training impractical. Varjo says that its unique advantage—retina resolution—is allowing Boeing to create virtual training scenarios for situations that wouldn’t be feasible with lower resolution headsets, like the ISS docking procedure.

The key, Varjo says, is that astronauts can read instruments, displays, and buttons at a regular viewing distance with its headsets. This makes training scenarios inside the cockpit more practical.

While physical simulators are extensively used for aerospace training, virtualizing expensive physical systems—like complete cockpit replicas—not only stands to save time and money, but also allows astronauts to the training remotely as long as they have access to a headset (handy when you’re in a pandemic situation). Virtual reality training also enables more realistic training of emergency scenarios which would be impractical to recreate in a physical simulator.

Varjo says that the Starliner crew will clock hundreds of hours in Boeing’s virtual reality training program to learn procedures like launching, docking, re-entry, and landing phases ahead of the actual flight to the ISS in 2021.

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