The Importance of XR Influencers

VRFocus Awards

As part of VRFocus’ current Better-Than-Reality-Awards, each category features an industry ambassador to delve into a particular aspect of their subject. Today, Rhythmatic developer Blackwall Labs looks at the field of XR influencers. Of course, don’t forget to cast your vote in The Better-Than-Reality-Awards now.

Content Creators, Youtubers, Streamers, Bloggers and XR influencers come in many forms, but their importance to the industry and ecosystem cannot be overstated. From the comedic approach of YouTubers such as “Up Is Not Jump” to the more informative takes from YouTube duo “Cas and Chary” all the way through to the business-focused podcasts of award-winning director “Alex Makes VR”, each influencer brings something to the industry, delivered in their own unique style.

Rhythmatic

Most video-format influencers started in VR the way we all did, positioning sensors, dealing with tracking issues or trying not to trip over wires; but as VR tech has progressed and advanced, so have they. These days’ creators are producing their content with standalone headsets, such as the recently launched Oculus Quest 2, or utilising green screen mixed reality approaches to enable their viewers to feel more immersed in the worlds they are exploring.

These modern day methods of content creation show the accessibility and wonder that VR has to offer, exposing their audiences to new tech and helping break the industry into the mainstream.

Alex of “Alex makes VR” set out her stall in a different part of the industry, using her skills and experience to offer tangible guidance to start-ups and entrepreneurs, bringing new blood into the eco-system and as a result helping to fuel innovation.

XR influencers have had a huge role in the growth of the industry, but what can the industry do to help them on their mission to bring XR to the masses? And what innovative features can developers provide influencers to help them grab the attention of their viewers? It would appear that no one is currently doing more to support than Oculus, who has been providing early access to hardware and experiences, but what can smaller development teams do to help?

NYC Bungee
NYC Bungee. Image credit: Blackwall Labs

Speaking with Cas of “Cas and Chary” there are ways for smaller organisations to provide support. Cas explained during a recent interview the pitfalls and challenges of capturing VR content, the most significant of which being the need for the creator to keep their head still as much as possible, to ensure the content being recorded is clear for their audience. However, if developers made a conscious effort to keep creators in mind whilst developing, these pitfalls could be a thing of the past.

Recently, here at Blackwall Labs, we have undergone early development on a new title Dead Quiet. Realising the importance and symbiotic relationship between developers and influencers, we wanted to build a suite of features to not only help influencers capture footage but also give them new ways of interacting with their audience.

In Dead Quiet (coming 2021) we have implemented camera stabilisation techniques to give creators more freedom when recording content. Alongside tools to make their lives easier, we also wanted to give their viewers new ways of interacting with the videogame, even if they don’t own a VR set up themselves. In Dead Quiet viewers and spectators will have access to information that the player doesn’t, allowing them to help or sabotage, adding a new level of engagement and audience participation.

With VR getting closer to the fabled goal of “The Oasis” with each passing year, I’m excited to see what innovations will be utilised by XR influencers in 2021.

LBE VR: Past, Present and Post Covid Future

VRFocus Awards

As part of VRFocus’ current Better-Than-Reality-Awards, each category features an industry ambassador to delve into a particular aspect of their subject. Today, Apex Construct developer Fast Travel Games discusses location-based entertainment (LBE) VR gaming. Of course, don’t forget to cast your vote in The Better-Than-Reality-Awards now.

LBE virtual reality (VR) is an experience taking place within simulated environments, which operate in a specific location like theme parks, arcades, entertainment centres, and even movie theatres. While home VR gaming already offers highly immersive experiences, LBE VR raises the bar by offering streamlined options to play with a group of friends in the same physical location, allowing you to use your whole body while engaging with the content and often provides an unmatched level of graphical fidelity to further boost the quality perception.

Wraith: The Oblivion - Afterlife
Wraith: The Oblivion – Afterlife | Fast Travel Games

Alongside home VR gaming, the LBR VR industry grew rapidly from 2016 onward. According to Greenlight Insights, which focuses on augmented and virtual reality market research, the LBE VR market amounted to $3.6 billion with a growth rate of 44% worldwide in 2019. This year, LBE VR was in a position to quite literally “explode”: Greenlight initially estimated that the market would grow to a $34.6 billion business, almost a x10 increase vs the year prior which would have been a fantastic performance for such a relatively young industry.

However, just like with cinemas and sport arenas, the situation with COVID-19 has massively impacted LBE VR companies in 2020. Not only completely halting the expected growth, but the impact the virus has had on our behaviour in regards to crowd gatherings and health precautions has also led to many LBE VR companies shifting focus towards home VR entertainment or completely new business areas. “We went from a relatively healthy business to zero revenue”, SandboxVE CEO Steve Zhao said in June this year. “We have to rethink our strategy.”

The Void is considered to be one of the most prominent companies in the LBE VR industry today. Operating since 2015 and running VR centres in North America, Europe, Asia and the Middle East, The Void is known world-wide for their LBE VR experiences based on popular franchises like Ghostbusters and Star Wars. Still closed due to the coronavirus, on the official website you can now read: “COVID-19 is affecting all of us – as employees, travellers and communities – in a constantly evolving environment and in unprecedented ways. As a result, our terminals are remaining closed for everybody’s safety and to support our local health officials and government leaders.”

Star Wars Secret of the Empire

Most businesses, not only LBR VR, are affected negatively whenever there is a high level of uncertainty on the market and it is safe to say that COVID-19 has brought a kind of uncertainty we have rarely seen before, changing our everyday lives and how we go about the most mundane of tasks – like going to the food store or greeting someone on the street. I for one hope for a day when LBE VR can pick itself up again and keep building on the already impressive experiences offered. All the nominees in the ‘Best LBE Experience’ category have brought highly immersive content to life in an industry currently suffering badly. Given this, they are all winners in my book.

AI-Driven Dynamic Filmmaking is the Future

Agence

In a simulation, driven by simple rules, we meet artificially intelligent creatures, called “Agents” who live on their planet, cooperating to survive. That is until you arrive with the power to maintain the balance of their peaceful existence, or, you can throw them into a state of chaos. The choice is yours, what will you do with the responsibility of your agency?

Agence

Agence (from Transitional Forms and the National Film Board of Canada) is an experience that uses real-time technology, artificial intelligence (Reinforcement Learning) and user agency to craft a story that is never the same twice. Through collaborative authorship, we are able to drive emergent behaviour and storytelling with each viewing, which we’ve coined as a “Dynamic Film”.

What is a Dynamic Film?

One of the most incredible notions we can attribute to storytelling is that it is ultimately responsible for shaping human history. Over time, we have developed empathy and compassion around being able to interpret the world from another’s point of view. A Dynamic Film is an experience that puts the user at the centre of a powerful story and lets them affect it in realtime.

Isn’t that a videogame? Well, yes, but no. Yes, it certainly sounds like a videogame in nature in terms of interactivity, immersion, and real-time decisions, but the objective is different. Games are often rooted in goals, points or achievements. That isn’t to say they don’t have a story, but too often their goal is not to craft, or discover a narrative.

Agence

As a filmmaker who grew up on videogames, I can say, there is a deeply rooted, cultural foundation, that games need goals. So, when we’re trying to tell an immersive story, the natural trajectory of audience expectation trends heavily in the direction of achievements. However, a Dynamic Film such as Agence, allows users to interact with emergent narrative without the consequence of winning, failure, progress or defeat. It creates a path to great storytelling with unique outcomes from every interaction. Certainly, videogames are built upon a story as much as any other medium, but we’re taking a much more filmic angle to this definition.

With dynamic media, even if the choices are nuanced and subtle, we are (in part) putting an onus on the individual for what kind of content they will create. As this medium becomes more and more sophisticated, I believe that media will not be a one-way street, it will be an interrelated, interdependent dance between user and algorithm, turning what we now call films and games, into real, living simulations. This will help society grasp the power of each other’s creativity and imaginations, and harness a better future using audience agency.

Crucial to Dynamic Filmmaking is three-way authorship, which allows for humans and intelligent machines to shape each other’s experiences. The narrative is crafted by three parties: 1) the filmmakers, who establish the narrative structure and environment, 2) intelligent “Agents,” using reinforcement learning or scripted (hierarchical state machines) AI, and 3) the viewer, who can interact with the system to affect the simulation. Through collaborative authorship, we can drive emergent behaviour and storytelling with each viewing, creating endless possibilities for narratives to rise to the surface.

Agence

The Intersection of VR and Dynamic Filmmaking

Virtual Reality adds an additional dimension to Dynamic Filmmaking, as it takes you one step closer to a possible reality you can immerse yourself in, and gives us the power to experience what the world might be like in someone else’s shoes. With Agence, we provide the user with the opportunity to understand the responsibility of their own agency. Users become self-reflexive and even emotional at times when an Agent falls off the planet into the nexus below. It’s hard to predict what you will feel as each action and reaction is unique.

We use two types of AI to drive the behaviour of our Agents: Game AI, programmed through heuristic functions, and Reinforcement Learning AI, where neural network “brains” are developed to think autonomously. Outside of the experience, tech-savvy collaborators can actually train Reinforcement Learning brains with resources from our website… any brains submitted will be reviewed with a chance to be featured in the film!

Looking Ahead

I believe that the merging of Dynamic Film with virtual reality experiences will allow us to be closer as a species through rich storytelling. So, in essence, when I think of why Dynamic Filmmaking and VR matters, it really comes down to why the story matters. This new medium allows us to share the same dimensional space as the virtual beings we create, to observe and empathize with these artificially intelligent creatures in ways that previously weren’t possible. In that sense, I believe dynamic stories will allow humans to understand what it means to be machine, and machines what it means to be human.

Agence

The classic rule for futurism, as far as we’re concerned, is to identify patterns in the past that can help predict and/or shape the future. In this case, we wanted to push storytelling forward using more advance artificial intelligence (AI), and we looked to the earliest days of silent films (before dialogue was possible) for inspiration. So, there is a focus on visual storytelling to create algorithms that drive the character behaviour. By emphasizing visual storytelling in projects, we can narrow in on the physical behaviours of AI characters. Looking ahead to the future of Dynamic Filmmaking, we hope to build upon this foundation by adding more dynamics for script, music, and speech generation.

Dynamic Films take the audience on a journey through branching pathways, toward a moment of inner change, making them see the world a little differently than before they began. Games, without a story, do not necessarily move people to transformation outside of winning, losing or simply playing the game perpetually. But stories, particularly the dynamic kind, have the power to influence culture and shape a hopeful future.

From Environmental to Social: XR Tackles Global Issues

VRFocus Awards

As part of the VRFocus Awards – the largest ever survey on the VR/AR market -, VRDays Europe has been chosen to be the ambassador of one of the categories: ‘Global Impact Award’. Even more this year, VRDays tackles the future of XR and how immersive tech shapes the world of tomorrow.

VRDays Europe 2020

VRFocus introduces the ‘Better-Than-Reality Awards’

Have you always wanted to bring a VR/AR experience to light? VRFocus is giving you the opportunity to speak out! The virtual reality specialist website created the VRFocus Awards, the largest ever survey on the VR/AR market. “No judges, no committees, no bullsh*t”. Users have got the power. 

Best game, most promising startups, top influencer, favourite hardware… Altogether, 6 awards will be delivered. VRFocus asks its readers to vote for the best XR content of the year 2020. No industry professionals will be selected for the final vote. It’s up to us! VRFocus has listed nominations, but also offers the possibility to fill in an open entry section. This is the time to promote new projects and companies.

VRDays Europe – ambassador of Global Impact Award

In order to help promote the awards, VRFocus has chosen a selection of industry ambassadors for each category, encouraging “their VR fans to make their voices heard”. VRDays is one of the lucky ones! The XR international event from Amsterdam is the official ambassador of the Global Impact Award. 

For six years now, VRDays has been about: Business, Science and Art. But this year is special, and VRDays wants to make a difference. For its 6th edition, VRDays is exploring new horizons and taking up emerging challenges. This year, VRDays is about how immersive technologies are shaping the world of tomorrow. How can they help build a better future?

From environmental to social, XR tackles global issues the society is facing today. More and more, immersive technologies are used for sensibilization. Showing the past, present and future as a way to open people’s minds and find solutions to preserve the beauty and uniqueness of our world. XR is a powerful tool to tell meaningful stories.

VRDays Europe

Shaping the world of tomorrow

This year, more than ever, VRDays Europe wants to show how much immersive technology can make a difference. From November 4th to 6th, visionary XR experts will discuss how virtual reality has an important impact today and is becoming a valuable tool to build new perspectives for our future. Together, let’s explore new horizons – at the most immersive event of 2020.

A Brand In Your Hand: AR’s Marketing Potential In The Covid Era

Snoop

Like most people, I haven’t experienced much of anything real but the interior of my house since March. But, I have seen the industry headlines — various brands scrambling to figure out how to connect with their audiences in a world where people are scared to meet, interact, and enjoy their lives. I’ve seen those that have turned to online marketing, digital activations and social media campaigns on Instagram or Facebook as well as AR-lite campaigns that just show videos, have face filters or similar features.

These aren’t necessarily changing the paradigm from what was around pre-pandemic, instead, focusing on driving people to the usual mobile and social links. Meanwhile, site-based campaigns and activations, at least in the US, have largely vanished or have been put on hold. This has obviously been an enormous challenge for industries that are heavily invested in their product experience being anchored to the real world — like wines and spirits, whose venues for consumption have shifted from restaurants and events to the home.

So then, how do brands connect to customers and tell their stories? Often, brands rely on their product packaging to do this, as people are now ordering and consuming these brands at home. This presents a huge opportunity for AR to step up and reach its brand-building potential. Imagine: what if you could create new connections to consumers by creating vivid experiences and brand stories, directly emerging from the packages themselves? What if you could change those stories over time, and lead consumers to find out more about the brand and products once they’ve had these experiences?

That is the promise of AR — a “brand in the hand.” Having worked to create these experiences at my studio Tactic, I can tell you that these AR experiences not only scale well at home but that people are sharing these experiences with others via social media and word of mouth, in many cases by the millions — a perfect marketing tool for the post-pandemic world.

AR’s secret weapon

The huge advantage of “brand in the hand” over everything else is that the branded experience of AR is directly linked to the product. That means the storytelling and experiential marketing aspect isn’t disassociated from the product itself as it is with other digital experiences, such as face filters and markerless or location-based AR. So, with the product and experience linked, creators and marketers can infer that each activation actually involves someone picking up, purchasing or consuming the product. As long as the product or packaging exists in the home or with the consumer, it opens a direct channel of communication with that consumer that can evolve over time. The AR experiences can be updated seasonally or episodically, turning the product or package into a “smart object”, enhancing the product with a digital content layer.

The impact is not just built-in brand loyalty, but an opportunity to reactivate those loyal audiences again and again. Some of our legacy wine brand AR experiences that have been out for some years now, like Rabble Wines, are still making waves on Instagram, while regular updates to our ongoing work with wine brand 19 Crimes have produced a huge uptick in users, most recently with the addition of the Snoop Dogg “Cali Red” Wine to their product line.

Rabble Wines

Navigating the pandemic

“Brand in the hand” experiences have proven to be somewhat pandemic-proof. Even as there’s been a change in the way customers interact with these brands, due to the shift in social spaces available, we’ve not made wholesale changes to our approach to creating AR experiences pre-pandemic vs. our current conditions. Instead, whereas there may have been more groups of friends sharing these AR experiences at a bar, party, or similar venue prior to the pandemic, now people may be experiencing these AR brand activations more often at home, post-purchase, and sharing them online with each other.

It’s also important to note that because users are scanning these products with their own devices, AR activations of this sort are “contact-free” as the AR camera works from a distance. This means these activations, whether done in public or at home, are a “safe” and “socially distant” activity, making these sorts of AR activations particularly relevant when many other on-site experiential activations are no longer possible.

Wine and spirit bottles are only the beginning. There are so many aspects to “brand in the hand” AR which could enhance the consumer experience in countless categories, including cosmetics, food, and beverages. There are even possibilities for augmented reality restaurant menus, OOH advertising, or within the fashion, automotive and pharmaceutical industries. For businesses open to innovation, AR offers a unique form of brand entertainment, storytelling, and information sharing — a perfect solution for a world trying to grapple with a new, more virtual normal.

The Science of Virtual Reality: How VR Helps with Memory Retention

Yulio VRFocus Guest Post

Much of the current interest in virtual reality (VR) centres around how it might be a new format to better engage the brain in learning, and how this new medium impacts memory retention, and to better engage the interest of those viewing VR.

While this immersive technology certainly excels in those objectives and has the potential to significantly disrupt training and education, When it comes to making bold statements with how VR directly affects how our brain accepts and retains information, we need to go back and look into the science of how exactly virtual applications are able to do just that. 

So in today’s post, we’ll be taking a deep dive into how exactly VR helps with memory retention and the certain areas this technology seamlessly targets by looking at two studies published in 2018. 

Intro to Attention & Memory

Before we start unpacking VR and memory retention, let’s briefly take a crash course in how our brain understands, processes, and recalls information. 

Encoding refers to the brain’s natural process for converting information into a construct that will be stored in either short or long-term memory. Boundless Psychology says this is like, “hitting “Save” on a computer file”. Your brain constantly is filtering, processing, and organizing information into these categories in order to store what’s important in order to avoid overwhelming you with remembering every single piece of information. 

You have probably experienced this in school especially when cramming for tests and exams, trying to read and remember the content you need to know to pass a course. However, the key to remembering and recalling information is transitioning what you’ve learned from short term memory into long term. In order to do that, neural connections need to be strengthened through repetition and reinforced by targeting our senses like sight and sound. 

  • Improves Recall Significantly

In a study conducted by Eric Krokos, Catherine Plaisant, and Amitabh Varshney, researchers from the University of Maryland, their main objective was to explore whether participants learn better in a virtual environment versus traditional platforms like desktop computers or tablets. Specifically, their main focus was whether VR affects a person’s recall ability. Researchers immersed participants in a “memory palace”, where people recall an object or item by placing it in an imaginary physical location. With presenting information in this format, researchers made use of spatial mnemonic encoding, which in layman’s terms refers to the brain’s ability to spatially organize thoughts and memories. 

What researchers found was that participants scored at least 10% higher in recall ability with a VR application. While this number may seem small, researchers share that this finding was statistically significant, and not attributed to chance. Being able to visualize and see in an immersive space was the key to this improvement in recall results. That’s because, with VR, the experience gives participants a true feel in stepping into a space and allows them to create their own lived experiences digitally. It is the act of leveraging a person’s natural ability to sense body position, movement, and acceleration that can enhance learning and recall. 

  •  Leads to Better Focus

In the same study, participants described how immersion played an important role in helping them stay focused on the task. Since researchers were using a Head-Mounted Display (HMD) headset to compare to learning via a desktop, participants were able to use and experience hardware that provided the most immersive effect. Like the HTC Vive or Oculus Rift, HMD’s fit similarly to goggles, featuring a rim that is purposely there to block out light and other extraneous stimuli we would pick up in our peripheral vision. 

This sets up the perfect environment for users to direct their full attention to the VR experience, which is exactly what participants of this study found. It was this zoning in effect that helped participants experience the “superior sense of the spatial awareness which they claimed was important to their success”. Not only did full immersion help participants’ overall focus and help them perform better, but researchers also found that all but two of the 40 participants actually preferred using the HMD for the task compared to a regular desktop. 

  • More Enjoyment with Spatial Presence

Regarding spatial awareness, the study by Yeonhee Cho from Syracuse University looked specifically into the effects of having a digital presence in VR and how it impacts memory retention. One striking finding is the function of enjoyment in memory and recall. Similar to the Krokos, Plaisant, and Varshney study, Cho was comparing learning with desktop applications and immersive VR experiences in relation to learning a second language. Cho’s participants had a mixture of genders and backgrounds but shared one thing in common: having zero prior education or experience with the Korean language. 

The findings from this study partially focused on enjoyment while learning and highlighted how being entertained affects the whole learning process. Especially when navigating unfamiliar topics or environments, Cho notes that “enjoyment reduces stress or fear”, giving participants a new sense of motivation and something to look forward to. And since VR is still heavily associated with game-based applications and entertainment, the tendency to view the hardware in this way can actually be favourable. Cho found that game-based systems use enjoyment to build confidence and motivation in users without a negative response. 

The Science of Virtual Reality and Memory Retention

It’s safe to say that participants from both studies echoed an overwhelmingly positive response by using VR during learning applications. However, the question still stands: does VR help with memory retention? In short, yes, absolutely. By targeting how we learn and process information, capturing our focus all while making it fun and exciting, VR checks off so many of the boxes that will make experiences unforgettable. 

While these findings are particularly useful for curriculum writers and the education industry, there are also positive implications for adults in on-the-job training and in helping people learn and retain safety procedures or crisis responses. There are also implications for VR marketing, with a tool that captures client attention and makes your product or service stand out from the crowd. VR is a new medium without a lot of studies into its societal impact but its ability to leave impressions on memory and to help with retention have significant implications across industries and verticals.

VR Gaming in Japan: Bridging the Cultural Gap

VRFocus Awards 2020

As part of VRFocus’ current Better-Than-Reality-Awards, each category features an industry ambassador to delve into a particular aspect of their subject. Today, STYLY creator Psychic VR Lab talks VR gaming and what Japanese players are looking for. Of course, don’t forget to cast your vote in The Better-Than-Reality-Awards now.

Five Nights at Freddys VR

VR inspired videogames have come a long way since the 1990s with today’s games becoming more engaging with massive improvements in quality and the way we play them. VR games like Five Nights at Freddy’s VR: Help Wanted, a horror-based title, and Pistol Whip, a rhythm-action first-person-shooter (FPS) are both exhilarating and fun.

Through my experience, I have come to gain a better understanding regarding which game genres are most interesting to put into VR. Game genres that require player physicality and immersion like horror, action-rhythm, fitness, or puzzles games are really emphasizing the excitement of the experience. Personally, I am most interested in seeing more games that have great storytelling like adventure titles. In Japan, VR games have been on the rise. The other day Facebook Connect mentioned that Japan is one of the biggest VR game markets. Every day there are VR games developed in Japan being released or launched for Oculus Quest 2 by Oculus.

Pistol Whip - Full Throttle

So… how can foreign games be accepted by the Japanese?

In the past, there haven’t been many videogames developed outside of Japan that were localized for the Japanese market, but since the release of Oculus Quest last year there has been a significant increase in foreign games adapted for the Japanese market. Most Japanese are not proficient in English, so it is extremely vital for games sold in Japan to be well localized.

In addition to language, there are other somewhat unusual characteristics that are also important. Japanese people prefer VR games to have a “unique” and “well-developed” worldview with captivating characters. This may be an aspect that is slightly different and unique from Western interests. This difference is partly due to how the Japanese understand VR.

To many Japanese, VR is a type of “supported reality”. In other words, VR to many Japanese people is not a complete creation of a virtualized reality, but instead, an extended or supported reality. Japan has a unique culture of anime, manga, and games. For many Japanese, this unique culture is an escape to an imaginary world where you can become anything or anyone.

In Europe and America, it is common to see avatars that resemble the creator’s real-life self, however, in Japan, it is more common to see avatars that are quite different in shape and attributes from their creators. This may be because Western countries view VR as a real-life simulator whereas Japanese people use VR to become something different from their real-life selves.

Ready Player One’s Oasis is close to what Japanese people want in VR. Many people are motivated to play games because they can use their own unique avatar. The well-known Beat Saber VR rhythm game became popular by spreading MR-like play videos on social networking sites, but in Japan, the number of videos of avatars playing on social networking sites is far greater than the number of videos of real people playing a game.

I am excited about the future of VR games and I look forward to seeing more Japanese and foreign games becoming popular in Japan.

3D for the Enterprise: The Inherent Effectiveness of XR

VRFocus Creators

A lot of thought gets put into how businesses might enable employees to achieve peak performance. A key aspect that often gets overlooked is the basic medium of our tools and interactions. Going back to first principles, it’s important to take into account that humans are fundamentally driven to operate in a three-dimensional world. The way we experience, interact, and create is just more natural and intuitive in 3D.

Spatial

Yet in the era of computing, much of our working life occurs in 2D, changing our daily workflow into a constant shift between 2D and 3D. We’ve become accustomed to staring at flat screens for everything from data to presentations to videoconference calls, but it’s not always the most impactful means. 2D computing is a distinct compromise and we’ve resigned ourselves to settle for it.

We now have the opportunity to return to a more natural and intuitive way to work – through virtual reality, mixed reality and augmented reality (cumulatively “XR”). The rise of XR technologies is rooted in its fundamental usefulness and efficiency to train, teach, design, collaborate, share, and more.

Like nearly every emerging technology, XR takes time for advancement and adoption, but we are now entering an inflection point for growth. In particular, the enterprise segment of XR hardware and software has traction and is forecasted to grow to over $60 billion by 2023, according to IDC and ARtillery Intelligence. Moreover, COVID-19 is clearly having a substantial impact on the mindset and tools for working collaboratively, acting as an accelerant for these technologies.

View from an Investor

Through VIVE X, the accelerator arm of HTC Vive, we have a unique lens into the market. We started our early-stage investment business four years ago, focused on companies within the realm of XR, as well as the related areas of AI and 5G. Today we are the most active investor in XR, with more than 100 deals in 6 global locations. To date, the value of our investments has nearly doubled.

Vive Ecosystem Conference

We’re seeing that many companies advancing enterprise XR today are focused on horizontal applications that most greatly benefit from a 3D environment: training, design, collaboration, events, analytics, and visualization are examples. The vertical industries that these apply to are endless, including architecture, automotive and transportation, healthcare, oil and gas, and technology. Today they are largely individual applications, and in the future you’ll see more integrated offerings and comprehensive platforms.

The ROI for companies utilizing XR technology is compelling. In many use cases, we’ve seen 5-to-10X reduction in training costs per employee, 30%+ increases in employee satisfaction with training, 25-80% efficiency improvements in various areas of operations, and up to 14X time-to-market improvements in complex use cases.

While these horizontals are proving to be the first to broadly take hold in enterprise, we are already seeing new applications starting to take hold in high value verticals like healthcare and industrial uses. The value is just too great for it not to – from efficiency and effectiveness, to engagement and ROI. The fundamentals of XR offer an important tool for growth and competitive advantage for those who see the inevitable path forward.

6 Free On-Demand Workshops to Kickstart your AR/VR Development

Circuit Stream

Interested in developing AR/VR applications but don’t know where to start. Start by choosing one or more of these free workshops which will serve as a perfect introduction into XR development.

Circuit Stream

🧤 Designing UI for Hand Tracking Applications

  • Learn the best practices of designing VR experiences with hand tracking (highly recommend if you own a hand tracking device such as Quest or HoloLens2 – open to everyone!)
  • Instructor: Eric Carter

🎭 Face Tracking with AR Foundation Workshop

  • Learn how create dynamic face-tracking filters used in Snapchat or Instagram with our instructor, Nakisa Donnelly. By the end of the workshop, you might have your own mobile filter that responds to the movement of your face. Project assets are provided.
  • Instructor: Nakisa Donnelly
Circuit Stream

🏹 Bow & Arrow VR Workshop

  • Recreate a Bow and Arrow VR project simulation from scratch in Unity. This workshop serves as a good introduction to virtual reality development. Project assets are provided.
  • Instructor: Usman Mir

📲 Introduction to AR Workshop

  • Learn how to set up an augmented reality project in Unity and use SDKs like Vuforia and AR Foundation for plane tracking applications. Project assets are provided.
  • Instructor: Usman Mir
Circuit Stream

🦾 Artificial Intelligence and Unity

  • Explore the basics of artificial intelligence and different types of intelligent agents. You’ll learn how to create a project with goal-oriented action planning systems commonly used in game development and simulations.
  • Instructor: Jerry Medeiros

⚾ XR Interaction Toolkit Workshop

  • Build a mini baseball game in AR and VR without a single line of code.
  • Instructor: Jerry Medeiros

🍭  AR/VR Design Secrets

  • There’s a huge difference in how XR applications are perceived. Former Oculus Studios and HoloLens 2 design engineer explains and shows how to optimize and polish your work to look and feel complete. 
  • Instructor: Eric Carter

🎲  Unity MARS

  • MARS is a game-changer in the AR creative workflow. With its unique interface, developers can create intelligent AR apps that are context-aware and responsive to the physical environment and will work in any location with any type of data.
  • Instructor: Jerry Medeiros

Protecting Pangolins and Preventing Pandemics: How XR Inspires Empathy and Shapes Action

As a medium, it is well understood by now that virtual reality–one of the immersive filmmaking varieties under the “XR” umbrella of virtual, augmented and mixed reality–can help audiences feel more compassionate and empathetic towards its subject matter than other types of engagement. As a program director for EarthxFilm’s immersive film branch EarthXR, my chief concern is engaging audiences with environmental conservation topics and high-impact solutions to protect our world and its inhabitants.

When COVID-19 first came to media attention, our focus remained short-term: how to keep humans safe, how to preserve the economy, and how to eradicate the virus as quickly as possible were all at the forefront of public concern. Environmentally speaking, however, we cannot ignore the root causes of pandemics like these and how we can take steps now to prevent those outcomes in the long-term future. 

Immersive experiences are a traceable way to motivate audiences to care about those root causes and care about protecting our climate, which will help prevent similar outbreaks.

Early during the pandemic, pangolins were suspected of being a host animal for COVID-19, as they are consistently poached from African countries and traded in countries such as China, where a wet market in Wuhan was believed to be the source of the virus. Keeping these animals in their natural habitats, away from human contact, would do the physical work of preventing potential virus spread amongst humans. Organizations like the woman-led Akashinga (meaning “The Brave Ones”) rangers fight poaching at its source and perform rescues of species including pangolins–which happen to be the most poached animal in the world–from Zimbabwe’s Phundundu Wildlife area and beyond. In the long-term, doing our part to curtail climate change and lower the Earth’s core temperature, plus doubling down on efforts to preserve the pangolin environment, will keep them in place and from seeking cooler, wetter climates.

protecting pangolins

Where does VR fit into all this? At this moment, virtual reality experiences spotlighting these issues have reached more audiences and inspired more support than their 2D counterparts may have. Habitat XR and its founder Ulrico Grech-Cumbo created the VR film A Predicament of Pangolins, working closely with pangolin wildlife expert Wendy Panaino and the Tswalu Foundation to craft the story of climate change afflicting the species as told from the perspective of two adorable “main” pangolins. VR, dropping audiences in front of the cute main characters, serves to create lasting memories as well as inform them of critical issues, building a memory bridge toward their most effective solutions. When audiences see a 360-degree picture of a story, they’re more inclined to remember it well and feel emotionally connected to its source and outcome.

XR can do more than serve as just a storytelling platform: it can connect grand ideas and concepts, like the global pandemic and pangolin conservation, and develop the throughline showing how closely issues can be linked. By creating a distraction-free presentation of current events and documenting the world’s problems, immersive film can inspire new audiences to get involved and do their part to aid the cause, or brainstorm solutions of their own.