FS Studio Logo

Part of the FS Studio team was in NYC this week to work with recruiters in multiple industries by showing them how XR technology can help them source new talent and keep employees engaged with meaningful training, and how a virtual hub can connect remote teams.

While in NYC, we took a moment to head on over to Brooklyn to join an ARHouseLA NYC meetup to hangout with AR and VR creatives, and to check out the massive 40,000 sq. feet XR art space, ZeroSpace, a facility that features a fixed-install LED XR Stage, a Vicon Motion Capture Stage, and rentable warehouse space for film/photo shoots and live event production.

XR
XR Stage

Not only do they have an amazing motion capture stage, but they also have this massive XR stage that produces really amazing XR footage.

Stage Dimensions: 13’ (h) x 38’ (w) x 24’ (d)

Check out our tweet below showing video of it in action and its scale.

Elena Piech, an XR/Web3 Producer at ZeroSpace gave attendees a tour and talked about the work being done there and how they use the space for TV, film and corporate events saying, "the space is designed to spark creativity, and lets TV and film studio unlock their ideas."

Of course we've seen large productions such as Disney's The Mandalorian and Warner Bros. The Batman use virtual sets to be able to control the environment and speed up the filming process by simply switching virtual locations with a simple click on the computer using Unreal Engine.

According to a VRScout article, creatives used Unreal Engine’s new production tool to manipulate the entire scene, including all the special fx, and it can be changed live on set in real-time. In one example provided by Unreal Engine during a commercial shoot, a rock in a scene needs to be moved to help with the camera shot. To do that, the filmmakers simply just pick up the rock and move it, virtually, through a device such as an iPad.

Creators also have the power to change things such as lighting with a simple fingertip gesture. Slide your finger up, down, left, or right and the lighting angles change in a way that will impact the CG environment as well as the actors and props; with just a few simple gestures you can instantly change the time of day from sunrise to nighttime.

Jens Huang talks about the future of AI, robotics, and how NVIDIA will lead the charge.

By Bobby Carlton

A lot was announced and I did my best to keep up! So let's just jump right in!

NVIDIA CEO Jens Huang unveiled new cloud services that will allow users to run AI workflows during his NVIDIA GTC Keynote. He also introduced the company's new generation of GeForce RTX GPUs.

During his presentation, Jens Huang noted that the rapid advancements in computing are being fueled by AI. He said that accelerated computing is becoming the fuel for this innovation.

He also talked about the company's new initiatives to help companies develop new technologies and create new experiences for their customers. These include the development of AI-based solutions and the establishment of virtual laboratories where the world's leading companies can test their products.

The company's vision is to help companies develop new technologies and create new applications that will benefit their customers. Through accelerated computing, Jens Huang noted that AI will be able to unlock the potential of the world's industries.

NVIDIA

The New NVIDIA Ada Lovelace Architecture Will Be a Gamer and Creators Dream

Enterprises will be able to benefit from the new tools that are based on the Grace CPU and the Grace Hopper Superchip. Those developing the 3D internet will also be able to get new OVX servers that are powered by the Ada Lovelace L40 data center. Researchers and scientists will be able to get new capabilities with the help of the NVIDIA LLMs NeMo Service and Thor, a new brain with a performance of over 2,000 teraflops.

Jens Huang noted that the company's innovations are being put to work by a wide range of partners and customers. To speed up the adoption of AI, he announced that Deloitte, the world's leading professional services firm, is working with the company to deliver new services based on the NVIDIA Omniverse and AI.

He also talked about the company's customer stories, such as the work of Charter, General Motors, and The Broad Institute. These organizations are using AI to improve their operations and deliver new services.

The NVIDIA GTC event, which started this week, has become one of the most prominent AI conferences in the world. Over 200,000 people have registered to attend the event, which features over 200 speakers from various companies.

A ‘Quantum Leap’: GeForce RTX 40 Series GPUs

Nvidia

NVIDIA's first major event of the week was the unveiling of the new generation of GPUs, which are based on the Ada architecture. According to Huang, the new generation of GPUs will allow creators to create fully simulated worlds.

During his presentation, Huang showed the audience a demo of the company's upcoming game, which is called "Rover RTX." It is a fully interactive simulation that uses only ray tracing.

The company also unveiled various innovations that are based on the Ada architecture, such as a Streaming Multiprocessor and a new RT Core. These features are designed to allow developers to create new applications.

Also introduced was the latest version of its DLSS technology, which uses AI to create new frames by analyzing the previous ones. This feature can boost game performance by up to 4x. Over 30 games and applications have already supported DLSS 3. According to Huang, the company's technology is one of the most significant innovations in the gaming industry.

Huang noted that the company's new generation of GPUs, which are based on the Ada architecture, can deliver up to 4x more processing throughput than its predecessor, the 3090 Ti. The new GeForce RTX 4090 will be available in October. Additionally, the new GeForce RTX 4080 is launching in November with two configurations.

  1. The 16GB version of the new GeForce RTX 4080 is priced at $1,199. It features 9,728 CUDA cores and 16 GB of high-speed GDDR6X memory. Compared to the 3090 Ti, the new 4080 is twice as fast in games.
  2. The 12GB version of the new GeForce RTX 4080 is priced at $899. It features 7,680 CUDA cores and 12 GB of high-speed GDDR6X memory. DLSS 3 is faster than the 3090 Ti, making it the most powerful gaming GPU available.

Huang noted that the company's Lightspeed Studios used the Omniverse technology to create a new version of Portal, one of the most popular games in history. With the help of the company's AI-assisted toolset, users can easily up-res their favorite games and give them a physical accurate depiction.

NVIDIA Lightspeed Studios used the company's Omniverse technology to create a new version of Portal, which is one of the most popular games in history. According to Huang, large language models and recommender systems are the most important AI models that are currently being used in the gaming industry.

He noted that recommenders are the engines that power the digital economy, as they are responsible for powering various aspects of the gaming industry.

The company's Transformer deep learning model, which was introduced in 2017, has led to the development of large language models that are capable of learning human language without supervision.

Image from NVIDIA

“A single pre-trained model can perform multiple tasks, like question answering, document summarization, text generation, translation and even software programming,” said Huang.

The company's H100 Tensor Core GPU, which is used in the company's Transformer deep learning model, is in full production. The systems, which are shipping soon, are powered by the company's next-generation Transformer Engine.

“Hopper is in full production and coming soon to power the world’s AI factories."

Several of the company's partners, such as Atos, Cisco, Fujitsu, GIGABYTE, Lenovo, and Supermicro, are currently working on implementing the H100 technology in their systems. Some of the major cloud providers, such as Amazon Web Services, Google Cloud, and Oracle, are also expected to start supporting the H100 platform next year.

According to Huang, the company's Grace Hopper, which combines the company's Arm-based CPU with Hopper GPUs, will deliver a 7x increase in fast-memory capacity and a massive leap in recommender systems, weaving Together the Metaverse, L40 Data Center GPUs in Full Production

During his keynote at the company's annual event, Huang noted that the future of the internet will be further enhanced with the use of 3D. The company's Omniverse platform is used to develop and run metaverse applications.

He also explained how powerful new computers will be needed to connect and simulate the worlds that are currently being created. The company's OVX servers are designed to support the scaling of metaverse applications.

The company's 2nd-generation OVX servers will be powered by the Ada Lovelace L40 data center GPUs. Thor for Autonomous Vehicles, Robotics, Medical Instruments and More.

Today's cars are equipped with various computers, such as the cameras, sensors, and infotainment systems. In the future, these will be delivered by software that can improve over time. In order to power these systems, Huang introduced the company's new product, called Drive Thor, which combines the company's Grace Hopper and the Ada GPU.

The company's new Thor superchip, which is capable of delivering up to 2,000 teraflops of performance, will replace the company's previous product, the Drive Orin. It will be used in various applications, such as medical instruments and industrial automation.

3.5 Million Developers, 3,000 Accelerated Applications

According to Huang, over 3.5 million developers have created over 3,000 accelerated applications using the company's software development kits and AI models. The company's ecosystem is also designed to help companies bring their innovations to the world's industries.

Over the past year, the company has released over a hundred software development kits (SDKs) and introduced 25 new ones. These new tools allow developers to create new applications that can improve the performance and capabilities of their existing systems.

New Services for AI, Virtual Worlds

Image from FS Studio

Huang also talked about how the company's large language models are the most important AI models currently being developed. They can learn to understand various languages and meanings without requiring supervision.

The company introduced the Nemo LLM Service, a cloud service that allows researchers to train their AI models on specific tasks, and to help scientists accelerate their work, the company also introduced the BioNeMo LLM, a service that allows them to create AI models that can understand various types of proteins, DNA, and RNA sequences.

Huang announced that the company is working with The Broad Institute to create libraries that are designed to help scientists use the company's AI models. These libraries, such as the BioNeMo and Parabricks, can be accessed through the Terra Cloud Platform.

The partnership between the two organizations will allow scientists to access the libraries through the Terra Cloud Platform, which is the world's largest repository of human genomic information.

During the event, Huang also introduced the NVIDIA Omniverse Cloud, a service that allows developers to connect their applications to the company's AI models.

The company also introduced several new containers that are designed to help developers build and use AI models. These include the Omniverse Replicator and the Farm for scaling render farms.

Omniverse is seeing wide adoption, and Huang shared several customer stories and demos:

  1. Lowe's is using Omniverse to create and operate digital twins of its stores.
  2. The $50 billion telecommunications company, Charter, which is using the company's AI models to create digital twins of its networks.
  3. General Motors is also working with its partners to create a digital twin of its design studio in Omniverse. This will allow engineers, designers, and marketers to collaborate on projects.
Image from Lowes

The company also introduced a new Nano for Robotics that can be used to build and use AI models.

Huang noted that the company's second-generation processor, known as Orin, is a homerun for robotic computers. He also noted that the company is working on developing new platforms that will allow engineers to create artificial intelligence models.

To expand the reach of Orin, Huang introduced the new Nano for Robotics, which is a tiny robotic computer that is 80x faster than its predecessor.

The Nano for Robotics runs the company's Isaac platform and features the NVIDIA ROS 2 GPU-accelerated framework. It also comes with a cloud-based robotics simulation platform called Iaaac Sim.

For developers who are using Amazon Web Services' (AWS) robotic software platform, AWS RoboMaker, Huang noted that the company's containers for the Isaac platform are now available in the marketplace.

New Tools for Video, Image Services

According to Huang, the increasing number of video streams on the internet will be augmented by computer graphics and special effects in the future. “Avatars will do computer vision, speech AI, language understanding and computer graphics in real time and at cloud scale."

To enable new innovations in the areas of communications, real-time graphics, and AI, Huang noted that the company is developing various acceleration libraries. One of these is the CV-CUDA, which is a cloud runtime engine. The company is also working on developing a sample application called Tokkio that can be used to provide customer service avatars.

Deloitte to Bring AI, Omniverse Services to Enterprises

In order to accelerate the adoption of AI and other advanced technologies in the world's enterprises, Deloitte is working with NVIDIA to bring new services built on its Omniverse and AI platforms to the market.

According to Huang, Deloitte's professionals will help organizations use the company's application frameworks to build new multi-cloud applications that can be used for various areas such as cybersecurity, retail automation, and customer service.

NVIDIA Is Just Getting Started

During his keynote speech, Huang talked about the company's various innovations and products that were introduced during the course of the event. He then went on to describe the many parts of the company's vision.

“Today, we announced new chips, new advances to our platforms, and, for the very first time, new cloud services,” Huang said as he wrapped up. “These platforms propel new breakthroughs in AI, new applications of AI, and the next wave of AI for science and industry.”

By Bobby Carlton

The aviation industry is expected to benefit from the advancements in augmented reality (AR) and virtual reality (VR) technology, as these innovations can reduce the risk of accidents and improve the efficiency of the operations of the industry, and can create new opportunities that will impact KPIs and ROI.

The aviation industry is one of the most expensive industries in the world due to the numerous errors that can happen in its operations. This is why it is very important that the various errors that can occur in the industry are fixed and accounted for properly, and XR technology is one of the tools that can help airlines and airports highlight and be a solution for those issues.

In addition to improving an airlines overall operations, XR technology can also help airlines improve areas such as customer service and efficiency. Employees can use virtual reality to train in areas such as a difficult passenger, helping someone who has aerophobia, or proper procedure for assisting a passenger with a disability. The objective is to use XR training to enhance the experience of their passengers.

Several airlines, such as Qatar Airways, Air France, Japan Airlines, and Lufthansa, are currently implementing virtual reality training programs for their employees. These programs are being conducted in collaboration with other companies that provide virtual reality and augmented reality training. In addition, Airbus and Boeing also preparing their staff members through XR training.

For instance, SIA Engineering Company uses virtual reality solutions to help improve the efficiency and safety of its operations by allowing employees to simulate and monitor the various conditions of an aircraft. The company also uses these systems for repairs and maintenance.

Through the use of augmented reality glasses, SATS Ltd., a cargo handling company, can now check and handle cargo containers in real-time. This technology can help improve the efficiency of the entire process and reduce the time it takes to board a plane.

In a collaboration with technology company, Dimension Data, Air New Zealand is currently testing augmented reality systems that will allow its cabin crew members to use the technology. The systems will allow them to collect and analyze data related to their passengers.

Japan Airlines, Air France, and Joon are also working with various companies to develop in-flight entertainment systems that will allow their passengers to experience the latest in virtual and augmented reality. They have partnered with companies such as SkyLights VR and Dreamworks to create innovative solutions for the in-flight entertainment industry.

Safety and Training

Despite the various economic costs that airlines face, one of the most important factors that the industry takes very seriously is the safety of their passengers. Even though there are relatively low number of fatal accidents in the aviation industry, it is still important that the industry continues to improve its overall operations to ensure employees and passengers are safe.

One of the most important factors that the industry considers when it comes to improving its operations is the training of its pilots and staff members. With the help of augmented reality and virtual reality, training can be conducted in a more effective and efficient manner.

Virtual reality can help flight deck crew members improve their skills and knowledge about flight controls. It can also help them become familiar with the various procedures involved in flying.

In addition to improving the skills of flight deck crew members, virtual reality can also help them adapt to various situations during a flight. Through the use of augmented reality, the crew can additionally receive necessary guidance and information during the course of a flight.

In addition to improving the skills of flight deck crew members, virtual reality can also help them adapt to various situations during a flight. Through the use of virtual reality, inspection teams can conduct training sessions in a more rigorous and safe environment. This eliminates the possibility of issues that could occur during the actual flight. In addition, AR can help the crew perform an improved assessment of an aircraft before it takes off and when it lands as they prep for the next flight.

Virtual reality and augmented reality provide a platform for training cabin crew members. With the help of these two technologies, they can perform various tasks and improve their skills to serve their customers better. They can also help the crew monitor the situation of the passengers and provide safety instructions in case of an emergency.

The cost of developing and designing an aircraft is one of the highest in the industry. Due to the huge amount of money that goes into the design and development of an aircraft, even engineers don't have enough training and practice with the necessary parts.

Due to the lack of training and practice with the necessary parts, engineers often don't get the chance to test and experiment with genuine parts. With the help of augmented reality and virtual reality, they can now perform various tasks and improve their skills to serve their customers better.

Through the use of virtual reality and AI, researchers can now develop new aircraft concepts and improve the design and development of an aircraft. With the minimal cost of these technologies, rapid testing and development can be achieved.

Due to the availability of virtual reality technology, engineers can now design aircraft mechanics and machines with greater creativity. This will allow them to improve the R&D process and develop new aircraft concepts at a faster rate.

Including virtual reality and augmented reality in business is advantageous. However, it can also lead to better product innovations and provide more opportunities for companies.

The use of virtual reality and augmented reality in aviation can help close the gap between the training that engineers receive and the physical training that they get. Through the use of immersive environments, which are designed with 3D models and realistic VR worlds, aviation organizations can improve their efficiency and proficiency.

In addition to improving the efficiency of maintenance and repairs, augmented reality and virtual reality can also help improve the efficiency of aircraft inspections and repairs. With the help of these two technologies, maintenance and repair crews can now perform more effective and efficient inspections.

Through the use of augmented reality and virtual reality, parts and sections of an aircraft can undergo a more thorough inspection, which is faster and more efficient than traditional methods. This process will be especially beneficial for large aircraft.

Not only can XR technology improve airline safety, but even passengers can use XR as a way to improve their travel experience. For example Lufthansa created a "glass bottom" experience for passengers that allowed them to see lakes, cities, and mountains underneath them as they traveled through the sky. In addition to being able to see 360 videos and games, passengers will also be able to interact with the various features of the aircraft.

Image from Lufthansa

The global market for virtual reality and augmented reality in aviation was valued at around 78 million US dollars in 2019. It is expected that the technology will grow at a robust rate and reach a value of over $1 billion by 2025. This shows that the adoption of these technologies is rapidly increasing in the industry.

The rapid emergence and growth of the virtual reality and augmented reality market in aviation is expected to create numerous opportunities for companies in the future. These technologies can help improve the efficiency of various aspects of the industry, such as maintenance and repairs, product development, and in-flight entertainment and connectivity.

Article originally published at VRScout

Use musical beats to build your own virtual home in this delicious WebAR experience.

Summer officially ends on September 22nd but that doesn’t mean things need to cool down. Coca-Cola and Tomorrowland are teaming up for a kickass musical augmented reality (AR) experience that has you stepping into the Coca-Cola Dreamworld universe.

Dreamworld is the first limited-edition Coca-Cola flavor and trademark product to blend a virtual fantasy world with reality, creating a portal into an energetic and uniquely animated world where anything is possible.

While in Coca-Cola’s Dreamworld, you’ll be able to create your own custom Dreamworld by tapping into the hypnotic beats of well-known Tomorrowland performers such as Cellini, KC Lights, Vintage Culture, and Martin Garrix.

“Coca-Cola Dreamworld taps into Gen Z’s passion for the infinite potential of the mind by exploring what a dream tastes like,” said Alessandra Cascino, Creative & Shopper Program Director, Coca-Cola North America Operating Unit, in an official press release. “Like the Coca-Cola Creations that came before it, Dreamworld plays with the unexpected and will no doubt provoke discovery and debate among consumers, which we welcome.”

To create their Dreamworld universe, Coca-Cola turned to the experts over at Virtue Worldwide and UNIT9 to help them turn their digital vision into a reality. The experience is powered by Niantic’s 8th Wall WebAR platform, which means no additional app is required in order to participate.

The idea was to take the idea of Coca-Cola’s limited edition flavor and use it to inspire their virtual world. What they ended up with is an incredible gamified music experience that embraces the look-and-feel of Dreamland’s flavor profile through whimsical shapes, electric colors, and a 3D visual landscape built around Coca-Cola’s Dreamworld packaging. There is also in-store merchandising among other physical and virtual elements. 

Creating and launching new and exciting flavors through digital marketing isn’t new for Coca-Cola. Through its Coca-Cola Creations platform the company has been a leader in reimaging how brands can cross the physical and digital world to connect with consumers through interactive AR and VR campaigns.

They gave fans a taste of “outer space” through their Starlight beverage and then followed up with the gaming and metaverse-inspired Coca-Cola Byte.

“Starlight illuminated the idea of escapism and the infinite, out-of-this-world possibilities of space,” said Chase Abraham, Senior Creative Strategy Manager, Coca-Cola North America Operating Unit. “Dreamworld flips this script by inviting fans to look inward at the infinite possibilities of the mind.”

“We’re meeting Gen Z where they are with relevant content and collaborations that matter to them,” Abraham added. 

Coca-Cola Dreamworld will also make the leap out of the metaverse and into the real world through experiential activations on select college campuses, along with a series of out-of-home creative executions in New York City including an appearance on the iconic Coca-Cola billboard in Times Square, bus takeovers, 3D signage, hand-painted murals, Dreamworld-inspired AR Snapchat Lenses, and backdrops.

Try it out for yourself by clicking here.

By Bobby Carlton

Technology is evolving faster than ever, so are the myths about VR and AR training. With this rapid development of technology, companies and industries are more than eager to integrate and use these technologies for product innovation, research, and development. Emerging technologies like simulation technologies, Augmented Reality (AR), Virtual Reality (VR) are progressing very fast alongside their convergence with technologies like Artificial Intelligence (AI) with Machine Learning (ML) and Deep Learning.

Not only is technology evolving, but its acceptance and adoption among the general consumers and public is also increasing. We can see that by the rapidly growing market of these emerging technologies. Furthermore, the move of the whole industry towards their digital transformation to prepare themselves for the next industrial shift, the Fourth Industrial Revolution (FIR) or Industry 4.0, is also propelling this adoption faster.

Image from Gartner

Read more: Why Should You Be Paying Attention to WebXR?

However, due to a lack of adequate general awareness of these technologies, people may hold onto certain misconceptions. Sometimes due to insufficient sources for additional knowledge or sometimes even through the deliberate spread of wrong information. Although the world is moving towards a haven for digital technologies and cutting-edge innovations, these rumors or misconceptions can keep this movement from reaching enough people.

To understand these misconceptions and differentiate between myths about VR and AR training and reality, we first need to know enough about these technologies.

What are VR and AR?

AR and VR are mixed reality technologies or also sometimes Extended Reality (XR) technologies. These XR technologies can streamline various services and product experiences to enhance their capabilities and help companies provide their customers with more affluent and enhanced expertise. Moreover, companies and these technologies can also help companies by enabling various product innovations and newer R&D technologies.

Augmented reality (AR), enables interactive experiences with real-world environments and various elements. AR allows the enhancement of these environments and features through different digital information and sensory feedback. For instance, AR systems can use multiple digital aspects like overlays, visual graphics, and elements alongside other elements like sound and sensory elements like haptic feedback.

The AR system delivers all these elements to immerse the user in the AR environment completely. However, AR systems also must be careful of not overusing digital features or making them unable to blend in with the real-world elements. Since the goal of any AR system is to immerse the user in the new world that it creates by augmenting these digital elements with real-world stuff.

Virtual Reality (VR), on the other hand, provides an entirely virtual experience. VR technology enables interactive experiences with a completely virtual world. The VR system builds upon a computer-generated 3D world. The VR system places the users in this 3D world consisting of different environments and virtual objects alongside sensory feedback, including sound and haptic feedback. As with the AR systems, the VR systems also deliver all these visual and sensory elements to the user. Along with this, the goal of a VR system is to blend all these digital elements in such a way to immerse the user in it entirely and make them feel like they are part of this VR environment.

Read more: Reason Why Big Companies are Using AR

AR and VR enable numerous possibilities in the entertainment sector and almost any industry and industry possible. AR and VR have their uses for rapid prototyping, design, development, maintenance, and monitoring various sites, machines, and objects from industrial and production environments to the aviation industry. One of the applications or uses of AR and VR comes in the training industry too.

Effects of the Myths About VR and AR Training and the Hype Cycle

Consider this scenario in industries like aviation, robotics, or space, for developing a respective product; these industries have to spend a fortune. The equipment, components, and systems necessary for these industries are costly, including considerable risk. This risk comes in terms of financial and resource wastage risk and terms of human lives.

Industries like these have a significant risk of losing human lives. When every new component, machine, or vehicle goes through testing and verification, human life may be at risk. Not only for testing but also during the whole developmental process with design, evaluation, and prototyping phases, real-world equipment and components are in use if AR and VR systems are not at service. Even a simple failure of these expensive and valuable components or systems may hamper the project’s future or even companies.

Add in the mix of risk of losing human lives during the developmental phase, either for testing of the equipment, vehicle, or machine or even for training purposes of their operators, and the risk becomes very substantial. Since not putting human lives at stake is a significant factor in these industries, one should try as much as possible to avoid putting humans at risk in the first place.

It’s where AR and VR come in. With AR and VR technologies in the fray, humans or even machines can go through the developmental phase and the testing or training phase without the actual need to put anything from the real world at risk, which means a much safer, faster, and efficient cycle of the project.

Similarly, soldiers can train in AR and VR in industries like the military with a complete immersion in a real battlefield without risking their lives. It can prove to be a real game-changer when training soldiers for their better performance and keeping them safe.

Furthermore, training pilots and astronauts in AR and VR simulations can eliminate the risks while also giving out real-like immersive training experiences for astronauts. Moreover, these types of training in AR and VR are also much more efficient, faster, and cost-effective compared to the substitution methods in use.

Hence, AR and VR training is evolving faster than ever due to these advantages and benefits, with various industries adopting these technologies swiftly. But this adoption of AR and VR faces several problems, including misconceptions and false myths. Therefore, we are going to bust the top 5 myths about AR and VR.

Myth 1) AR and VR Training is Not Effective

It is probably the most prevalent misconception among people. Even people familiar with AR and VR tech can fall into these myths about VR and AR training due to the lack of availability of these applications in the consumer market. But every other new technology gets labeled as a “gimmick.” So often, new technologies get over-hyped and quickly disappoint end users due to the lack of fulfillment of those promises. But these also rely on the actual development of the technology and the effectiveness of research and end product.

However, AR and VR are genuine and effective innovative technology. Consequently, industries are already adopting and integrating these technologies in their training processes. For example, various aviation industry giants already use AR and VR to train to keep their pilots and even take their tests. Likewise, the Militaries of different countries are already using VR and AR for teaching their soldiers in different scenarios and environments. Furthermore, many organizations/companies/industries are swiftly moving or are in the process of adopting these technologies. 

For example, Kellogg's used VR for market research and saw brand sales jump up 18%.

Myth 2) AR and VR Training is Costly

The myths about VR and AR training might have been true in the past, but today, even the most realistic and high-quality VR and AR sets are available for a few hundred dollars. Although this also may seem a lot for some but in comparison, this is very much cheaper. Moreover, the technology is also getting more reasonable and efficient; meaning, it will become more affordable and efficient in the future.

The use of AR and VR tech makes the product development and training processes more cost-effective and efficient. It is also data rich and can give you supercharged KPI's and can have a financial impact on an organization by cutting costs in the time it takes to train employees. 

Some XR companies have found: 

Myth 3) AR and VR Training are Too Complex

AR and VR technology have been progressing at such a high rate that today, it's possible to get these rolling with even a smartphone or a simple computer device. All you need is an AR VR headset or AR VR device, and you are good to go. The VR and AR contents are also widely available and easily accessible, making it easier to try them out.

Myth 4) It Reduces Physical Activity/ It is only helpful in Gaming/It is only helpful for Physical Training

XR (AR and VR) has a wide range of applicability. Although it's very famous today in the gaming industry due to XR technologies finding their way towards the gaming consumer market, it certainly is not only for gaming.

As discussed earlier, it can use its product development, enable new innovative R&D technology, and train. The training is also not limited to physical activity. VR and AR help you simulate various environments and conditions; it allows you to train people in virtually every setting, scenario, and condition.

By Bobby Carlton

The VR Awards has spent the last six years recognizing ground breaking achievements in immerse technology in multiple categories. Here are this years finalists of companies and their VR experiences that will help define the direction of where this type of technology will have an impact on everything from healthcare, enterprise solutions, and entertainment.


VR Healthcare of the Year

VR Healthcare of the Year recognises projects that are changing the landscape of healthcare industries for good, awarding both B2B and B2C solutions that can demonstrate a clear impact and understanding of the market.


Finalists

Image from OssoVR

VR Education and Training of the Year

Awarded to companies or individuals who have demonstrated practical and innovative uses of VR in education and training. This applies to any industry that has used VR to aid in experiences, videos, games and more (providing it has a positive educational use).


Finalists

Image from NextWave VR

VR Enterprise Solution of the Year

VR Enterprise Solution of the Year specifically rewards projects that satisfy the needs of an organisation rather than individual users. Such organisations include businesses, schools, interest-based user groups, clubs, charities, and governments.


Finalists

VR Social Impact Award

Some projects may have smaller budgets, however, that doesn’t stop them from making a significant social impact on the world around them.

The VR Awards Social Impact Award is given to companies or individuals that produce and execute either an experience, product and or service which has resulted in positively impacting a cause for social good.


Finalists

Rising VR Company of the Year

Without new startups creating innovative solutions and driving forward ambition within the industry, virtual reality would not be where it is today. Commending small businesses with proven business models is VR startup of the year.


Finalists

Innovative VR Company of the Year

Virtual Reality is a constantly evolving landscape that requires innovative thought leaders to pave the way by leading by example through first-to-market developments. Additional points are given to companies that place focus on their company culture and policies along with how sustainable their practices are.


Finalists

VR Location-Based Entertainment of the Year

Out-of-Home VR Entertainment brings a new level of immersion to theme parks, cinemas, attractions, museums and more. Nominees for this award have researched, implemented and carried out a truly outstanding, quality experience which has resulted in a high level of user satisfaction.


Finalists

VR Marketing Campaign of the Year

Virtual Reality gives marketers a new weapon to reach further demographics in increasingly creative ways. Judges look towards marketing campaigns that integrate Virtual Reality within the majority of the project. Particular focus is placed on the originality and creativity behind each marketing campaign.


Finalists

VR Film of the Year

Working to create an immersive, spatial and original VR media is very new territory for most designers and cinematographers. All nominations must substantially feature virtual reality within their media and work to create a comfortable and enjoyable experience for the viewer. Additional attention is given to the use of positioning and movement within the media. Can include short film, interactive pieces and design work within VR.


Finalists

VR Experience of the Year

Experiences are what makes Virtual Reality come to life. VR experience of the year is awarded to companies that produce and execute a truly outstanding, quality experience which has resulted in positive user feedback.


Finalists

VR Hardware of the Year

VR Hardware of the Year is awarded to companies producing outstanding and impactful manufactured technology year on year.


Finalists

Image from Pico

VR Game of the Year

Focusing on the use of Virtual Reality within games is the VR game of the year award. This combines the ingenuity and creativity that it takes to make a successful game along with the innovative use of movement that makes an experience worth while.


Finalists

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