Posts

President Marco Sacco is a contributor for VRinSight – Green Paper

Focus Europe Magazine – Special Edition: VRinSight Green Paper: Boosting Virtual Reality in Learning

The special edition, just been published,  features a general presentation of the VRinSight project, flashlights on the current state of VR used in different educational settings, keynote articles from experts across Europe on VR and education, and recommendations to policymakers how to improve the situation, and 24 best practice examples of EU projects in VR presented by their coordinators (Erasmus+, Interreg, Horizon 2020, etc.).

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EuroXR partnered with Smart City Live

The leading international summit for cities and urban innovation creates an event for the Covid era.

We are pleased to officially announce the last collaboration that EuroXR has undertaken with Smart City Live and we are glad to support their cause.

Smart City Expo World Congress (SCEWC), the leading international summit on cities and smart urban solutions organized by Fira de Barcelona will hold on November 17-18 an innovative edition under the name Smart City Live. The urban summit will present a new two-day format aimed at providing the best possible urban knowledge platform in and for the Covid19 pandemic context.

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A turnkey solution for your business during the pandemic

Reduced Version of VR arena by Virtuactions: Turnkey Solution for Your Business During Pandemic  

The VR industry is experiencing growth at an astounding pace. According to a new report about the position of the VR market, published by Transparency Market Research, it is expected that the value of products based on LBE (location-based entertainment) will have reached 12 324,7 million USD by 2027, and among these products, VR arenas are definitely taking the cake. 

It is rather exorbitant and no longer cost-efficient to run large spaces during the pandemic as not every landlord can offer concessions in price reduction. Besides, the number of clients has noticeably reduced. Unfortunately, a great number of public places are closing during this tough time inasmuch as it is very difficult to stay afloat. It is necessary to find innovative solutions to save a business. However, coronavirus is not a hindrance for VR play games, provided that one is to follow security precautions while using an equipment.

You might say, ‘What about any limitations? How is it possible to play under the circumstances of the COVID19 widespread incidence? It is recommended that one should not gather in big groups’. Well, you are right but as they say, where there’s a will there’s the way. The Virtuactions Company has found the way out for its VR arenas. It has designed a smaller version of VR arena that can become a boon for your business in this challenging and unpredictable situation.

 

What Hallmarks Does Smaller Version of VR Arena have?

  • The number of participants was decreased to four. Thus, a family of four members or a small team of friends can fight in Cyberaction Arena.
  • Small versions of maps with dimensions from 50 sq m. were designed.
  • The fight presents a fast assault duel. The game is very dynamic, there are two bases and several areas for an open combat.
  • There are special conditions for a safe game during the activity on VR arenas.
  • As in the full version of the arena, it is possible to use any available weapon and VR schticks.

Does that sound alluring? Let’s take a closer look at Virtuactions. The company has been selling the ready VR arenas since 2019. During this time, it has done a tremendous job analyzing feedbacks from visitors and the owners upon the gameplay, graphics, device response within the arena, the quality of the chosen game gadgets, the time of the game session, mistakes and technical inaccuracies that occurred during the first months after the launching of arenas. Thus, having corrected these errors, the second-to-none experience was introduced.  

 

Safety Precautions Against Covid19

Having taken into account a foreign experience, we realised some recommendations for owners of Cyberaction Arena. These gudelines can guarantee a relative security for visitors during the game experience. 

In addition, let us tell in a nutshell about the shooter that has gained great popularity and has got numerous positive feedbacks. 

Cyberaction Arena is a VR shooter integrated with the prepared room for a game. The room is equipped with special marks on the floor and walls to provide high-quality tracking through VR headsets. The arena includes 15 maps of various scales, the kit of popular small arts with their recoil and firing characteristics. There is a quick response from gadgets during the fight. The number of players involved in the game was increased to twenty. The game is downloaded to the devices via the Internet from a remote server. Powerful routers are installed in the room to distribute the Internet through wi-fi systems. The main device is Oculus Quest with partial customizing of the batteries and balancing the headset on the head. Arena operator controls the game process via a tablet.

 

Starting VR Business

Even under these difficult circumstances, it is still possible to run a business and have an adequate income. Business in VR industry is extremely promising. Every day we hear about virtual reality in social networks. On this hype, you can manage to do business and get into the swing in the developing industry and get a positive ROI. Being specialists in this field, we recommend learning all VR segments and pay attention to the LBE. Taking into account the experience of foreign colleagues and the statistics of arenas, we can make a conclusion that the payback of VR business can reach $ 10,000 and even more, providing that the profit is steady during three or four months.

Tempting? You can fill in the application and test the beta version on our website!

We hope that the pandemic will be over in the foreseeable future and everyone will be able to return to the normal rhythm of life. 

Wish you all good health and patience during this challenging period!

 

the team of VirtuActions

We are online:
Official website: cbraction
Instagram: cbraction
VK: nikinani
Tel: 8(800) 350-04-41

 

VENICE VR EXPANDED 2020

Virtual Reality joins more and more to the Art world.

Since 2016, the Venice International Film Festival was one of the first film festivals in the world to demonstrate an interest in Virtual Reality.

The development of the VR Theater in 2016 sparked enormous interest among the participants of the Venice Production Bridge. Starting in 2017, La Biennale di Venezia launched the first competition of Virtual Reality works, held for three editions.

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Meeting the network: I-SENSE ICCS

Today the category “Meeting the network” brings us to Athens, Greece were ICCS is based.

The Institute of Communication and Computer Systems (ICCS), is a non-profit Academic Research Body established in 1989 by the Hellenic Ministry of Education, Research and Religious Affairs to carry out applied Research and Development activity in the areas of telecommunications, computer systems and their applications in a variety of research themes. ICCS is linked to the National Technical University of Athens (NTUA) and is hosted by the School of Electrical and Computer Engineering (SECE). 

In EuroVR, ICCS is represented by one of its research groups, the Intelligent System Engineering and Novel Simulations Environment (I-SENSE) Group, founded in 2002 by Dr. Angelos Amditis as a continuation of various smaller research groups already active from the early ‘90s.

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VR in Science and Industry 2020: Call for VR infrastructure

We are pleased to announce the 4th conference “VR in Science and Industry” organized by the VRISI network on October 6th, 2020. This conference follows a series of successful events taking place every year since 2017 (2017 and 2018 in Aachen, 2019 in Sankt Augustin). The conference brings together end-users from science and industry, as well as solution providers, start-ups, and even individuals with a common interest in Virtual Reality, Augmented Reality, and more generally in interactive technology known as “XR”.

This year’s conference was going to be organized by the Chair of Computer Science Prof. Dr. Ulrich Lang at the University of Cologne. However, due to the impact of the COVID-19 pandemic on the activities of the university, the organizers decided to convert it into an all-digital conference experience. Therefore, “VR in Science and Industry” will be an online event only. While the previous physical events brought together between 80 and 100 experts in XR technologies, we expect for this year a larger audience, thanks to the virtualization of the conference and the opening to high-visibility international keynote
speakers.

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Meeting the network: LabLENI – Universidad Politécnica de Valencia

Today the category “Meeting the network” brings us to Valencia, Spain, were in 1990, a small group of researchers and Ph.D. students created LabLENI.

 

 

LabLENI, guided by Professor Mariano Alcañiz, Institute Director and Founder, (among the 10 authors with the highest number of publications worldwide under the topic virtual reality) joined EuroVR Association in 2018 for enhance VR/AR activities around Europe.

 

The Laboratory of Immersive Neurotechnologies carries out research activities for a better understanding and enhancement of human cognition, combining insights and methods from computer science, psychology and neuroscience. They also develop solutions to support real-life studies and interventions, rather than for use in laboratory settings only.

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Meeting the network: VTT Technical Research Centre of Finland Ltd & Kaj Helin

The series to get to know the people who are part of EuroVR Association continues.
For this edition we are please to introduce one of our corporate members: VTT

VTT Technical Research Centre of Finland Ltd is the leading research and technology company in the Nordic countries. With 73 years of experience they use research and knowledge to develop new smart technologies, profitable solutions and innovative services.

VTT has already exploited VR/MR/AR and participatory design for some 25 years in order to design and evaluate high-investment products. The main goal of using the VR/MR/AR environment is to provide all designers and stake holders, including workers, a possibility to experience their future workplaces and/or influence their design.

 

Smart Tram Ecosystem – VTT Research project

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Job opportunity at Swing:It

Swing:It is an Italian SME, quickly growing during the last and the next years.
We are providers of Innovative Solutions for Industry and Research Organisation and leader
on the provisioning of VR/AR/XR software. We provide Innovation in Space/Satellites, Earth
Observation, Life Science, Cultural Heritage/Virtual Museums, Transports, e-Health projects.

The job offer

In the aim of several Research and Development projects/activities, we have several available
permanent positions for junior/senior Computer Scientists or Software Engineers/Architects.

The field of application will be at least one of the following:
– Virtual Reality/Augmented Reality and/or 3D Modeling
– Internet of Things
– Big Data, Deep Learning, Machine Learning
– Visualization solutions

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Secrets of success in the location-based VR business

VR is regarded as the ‘native land’ of dreams and experiments that require both up-to-date solutions and investments. Once a freshly developed platform or game is discovered, it starts chasing one of the standout apps.

One of its areas, Location-Based VR (LBE), speaks volumes about how stunning VR can be. Overall, it is expected that the virtual reality market is going to worth $12, 324.7 Mn by 2027.

However, not so many people are fully aware of VR`s current prospects and how its future may unfold. And the bitter truth is the majority of development companies are not headed at creating a low-cost content for the average consumer.

In these circumstances, location-based entertainment appears to be a perfect match for anyone who ever wanted to start their business and direct it to VR. With some VR center being kept humming or the content appealing, you`ve got all chances to make your way in this sphere.

Let us give you a few examples. Wanting to launch new virtual reality centers in Tokyo, New York, and other cities, Sandbox VR, famous for its ‘Star Trek: Discovery’ and ‘Deadwood Mansion’, has raised a $68 million of funding from Andreesen Horowitz, Triplepoint Capital, Floodgate Ventures and elsewhere. The Void (‘Wreck-It Ralph’, ‘Star Wars: Secrets of the Empire’, ‘Ghostbusters: Dimensions’), another LB VR provider, has also benefited from Ruper Murdoch`s investments totaling to $20 million.

The number of squad-based content, as well as LBE itself, is growing day by day. Those experiences are spread globally: Sandbox VR – 4 countries with 6 locations, The Void – 4 countries and 16 locations, Zero Latency – 20 countries and 36 locations, Avatarico games – 28 countries with more than 100 locations, Holgate – 25 countries and 256 locations.

It seems like location-based VR is simply one more temporary substitute, something that comes and goes pulling down companies` ventures. True, some of them, unfortunately, are to face it (as IMAX, for instance), but others move forward.

There is no mystery why, just a clear business idea forecasting future expenses, current possibilities, and trustworthy partnerships, choosing the right place and content for your target audience.

We`ll note that location-based VR is rather brand-new, and there is a bunch of business models to investigate to appeal to users.

Who can be considered as your contemporary potential location based VR partner?

In the abstracts below, we`ve tried to get together the most renowned LBE companies for you not to spend hours collecting necessary data.

Zero Latency 

The company offers patrons unprecedented immersive gaming experience being completely untethered. To achieve that scale, Zero Latency`s equipment doesn’t come cheap.

A few years ago the company was considered to be a pioneer of free-roam virtual reality. Zero Latency has been listed among the top of the fastest-growing developers, therefore, it is being nearly impossible to trace. Say, for example, about its partnership with Vodafone or the latest free-roam experience ‘Sol Raiders’ bringing a competitive edge to e-sports.

Among the company`s basic lack one may track the specifics of its shooters and video games as not all users crave for weapon-based combats. Another deals with space-efficiency: 8 players require 2000 sq ft.

So, if you are about to open a VR center, it is far crucial to make calculations connected to the revenue per square feet beforehand. From the look of things, in case you`d like to attract your audience with shooters via opening a huge theme park with various free-roam experiences, these guys are your total hit.

Hologate

Here we`ve got another big-name LB VR developer. Hologate`s significant part of the install base sets out in theme parks and centers, movie-theatres, mini-golf courses, casinos.

Concentrating on coherent top-end turnkey solutions, the company provides additional income when other agencies are enabling them.

More than that, though, Hologate has reached more than 2 million plays and the average ROI in the short span of the 8 months so far. It`s no wonder why it bears the name of the most flourishing global-scale VR multiplayer.

As a deal-breaker, again mind the content and product you are embarking on. Here space efficiency is a bit better but, still, there`s a chance for 4 users to participate at once. After all, you`d better come with the idea of big malls and a bunch of footprints.

The Void

The Void seems to go high since it became a part of Disney Accelerator. With big franchises like ‘Star Wars and Ralph’ and Disney park locations being opened, still, there is no word on franchises for entrepreneurs.

The latter may be regarded as a big loss, for sure. Its concept presupposes the use of hyper-reality also engaging a lot of building on site. Leveraging various headsets combination and suggesting motion tracking, haptics, and other built-in effects, the virtual reality experiences enable users to interact within a virtual environment and discover sets of settings.

Otherwise, if The Void decided to open a franchise opening the mutual venture would cost a fortune whereas a venture investor may benefit from such a partnership. That brings us back to the idea Disney hits the spot while it`s directed to big business.

Sandbox VR

Having experienced a so-called ‘nuclear winter’ and a period with no investments, Sandbox VR has risen to attract funds.

Involving hyper-reality being less operose that that of The Void, its business concept is thought to be clean cut. Such minor details as a real table to hide or a torch to grab and many other sophisticated features turn VR into an advanced space-efficient experience.

Nowadays, Sandbox VR`s treasure box comprises mostly shooters, but the good news is that they also in the search for family-oriented game solutions.

In reality, unfortunately, Sandbox VR doesn’t allow for a straightforward franchise. The developer seems to do everything by themselves since Andreessen Horowitz provided the investment.

Avatarico

Dwelling on out-of-doors VR experiences, one can`t but mention an escape game niche. Its business model demands grow stronger each year.

Avatarico seems to be one of the most efficient solutions in this area. The one that claimed to create a product featured on Forbes whilst having returned the very first funds in 6 months.

The most glaring difference is that their products are aimed at mass audiences. That list is made up of family-friendly content and the one suitable for corporate meetings.

While measuring the loyalty existing between a client and a provider, the developer has received a 50% Net Promoter Score comparable only to Netflix. Experiencing approximately 5 years of VR pioneering and 5 games being launched, any of Avatarico`s games require just 270 sq ft for 6 players.

When it comes to further prospects, the company has entered the USA, Canadian, Mexican, and Australian markets with Entermission being the distributor.

Gaining unique expertise in operational business and technology utilized, both Entermission and Avatarico look far ahead. For instance, Cosmos arms players with hand tracking system whereas one is sitting in a chair with hands bare and just some headsets being on. So, be ready that your hands are going to be the accurate functional copy to VR ones.

Such VR experience provides players with the feeling of floating in zero gravity, shooting fireballs, using telekinesis, and even hi-fiving your mates. And Entermission works on its empowering: at TransWorld’s Room Escape Show & Conference in Texas the company has unveiled the turnkey haptic solution also stimulation users with the wind, temperature, and scents

Tricks and tips to decide on the perfect business model 

Ufficio, Business, Colleghi, Riunione, Computer

If you are inspired enough to bring up your location-based entertainment, you are to get the expertise in the following:

  1. VR content development,
  2. Operations,
  3. Ways out to appeal mass audience,
  4. Strategic thinking and marketing,
  5. Setting a scalable system blossoming together with your business and generating top-notch practices.

Minding the information presented, you`ll stay updated with the current market demands and ready to start your business or collaborate with a trustworthy technological LB VR partner. Opening a VR franchise or chain seems to be the next natural step.

However, there are other features that you shouldn`t overlook. LB VR gets the privilege of the high-end equipment usually presupposing VR headsets, backpacks, and a place for users` free VR locomotion.

The article we referred to the most promising LB VR companies to date. The ones that come up with off-the-shelf franchises and solutions. The huge part of the above-mentioned developers` success based on the thoughtful partnership.

Taking in both ups and downs, LBE continues on its path. To minimize loses you may freely rely on our tips and cautiously think on benefits and drawbacks before acting.

 

Author’s Bio

Anton Zaitsev, Avatarico CEO, AR / VR developer. His company was the first to develop a VR escape game for location-based entertainment. He has been dealing with VR technology for more than 6 years. He likes to share his experience in that sphere providing some useful tips for VR business success. He is always ready to help with any questions related to VR technology. You can contact him at zaitsev@avatarico.com.

 

 

Events

World Class Corporate Extended Reality 2020

Workshop „VR in Science and Industry“

The workshop is organized by the German association „VR in Science and Industry – Network NRW e.V.“.

We are happy to announce two prominent keynote speakers:

  • Ralf Rabätje, Volkswagen AG
  • Dieter Kasch, Airbus

From 17:00, the workshop will be joined by a Meet-Up event.
Participation is free of charge.

EuroVR 2019 International Conference

We are pleased to announce the 16th EuroVR International Conference—EuroVR 2019—that will take place in Tallinn, Estonia on 23-25 October 2019, following Bremen (2014), Lecco (2015), Athens (2016), Laval (2017), and London (2018). This conference series began as part of the INTUITION Network of Excellence in Virtual and Augmented Reality supported by the European Commission from 2004 to 2008 and continued as the Joint Virtual Reality Conferences (JVRC) of EuroVR, EGVE and ICAT from 2009 to 2013. This 2019 conference is being organized by Estonian members of the European Association for Virtual Reality and Augmented Reality (EuroVR), namely the TalTech Mektory team at Tallinn University of Technology.

Salento AVR Conference 2018

From 24th to 27th June the city of Otranto (Lecce) hosts the 5th SALENTO AVR conference, an international event on Augmented Reality, Virtual Reality and computer graphic.

It is an occasion for researchers and scientists to discuss and debate different approaches, trends and open problems on virtual and augmented reality, 3D visualization and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications.

SALENTO AVR 2018 represents an opportunity for companies or organization that wants showcase VR-related product, but also for those researchers who wants to contribute and present their papers at the conference.

Visit the dedicated website and register to join the SALENTO AVR 2018 conference.

2nd Global VR/AR China Summit 2017

EuroVR Association renews its partnership with the Global VR/AR China Summit 2017, which marks this year its second edition.

The event will take place June 29 – 30, at Crowne Plaza Shanghai Noah Square.

EuroVR members can benefit from a 20% discount on the registration fee.

About the event:

In 2016,VR/AR went viral and became the worldwide buzzword, various high-tech giants made strides into the VR/AR sector one after another and rolled out their products. Investment enthusiasm, however, has faded somewhat due to public sentiment and ever-changing investment appetite since the second quarter; consumer-oriented market slid into doldrums and more interest has shifted toward AR, the industry entered a technology-based shape-up period. But market players remain upbeat about VR/AR, according to data published by IDC in August 2016, global income in VR/AR industry looks set to hit 162 billion USD in 2020 from the 5.2 billion USD in 2016.

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Sónar+D

EuroVR invites its Members to the Sónar+D, the international conference that brings together a combination of activities with a common theme: the relationship between creativity and technology, and the digital transformation of the cultural industries involved.

Sónar+D is an interdisciplinary event taking place in Barcelona (Spain), from 14th to 17th June 2017.

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Augmented Reality & VR World

AR/VR 2017 will bring together the leading exponents of this exciting and fast developing market from across the globe, including industry-leading delegates and speakers as well as engaging debates, presentations, product demonstrations, networking and so much more!

As the leading event for AR, VR and mixed reality, the AR & VR Show offers delegates access to two dedicated conference programmes – the Augmented Reality Conference and the MXR Summit.

VR & AR World 2017 @ London Tech Week: Part of TechXLR8

Enabling the Connected Future

TechXLR8 is a Festival of Technology, taking you on a journey between Networks, Tech and Consumer Services, connecting industries and opening up new markets. As part of London Tech Week, the week-long festival of live technology events in London, TechXLR8 gives you access to 8 leading technology events, across VR & AR, 5G, Cloud & DevOps, IoT, Connected Cars, AI, Robotics and Apps, giving you the opportunity to get the insights and build the relationships you need to be part of the fully Connected Future.

5,000+ VISITORS
And meet an additional 15,000+ professionals attending TechXLR8 as a whole.

90+ COUNTRIES
Represented by attendees, making this a truly worldwide event.

400+ HOURS
With inspirational conference content on cutting-edge themes across TechXLR8

Twitter: @VRARWorld
LinkedIn: VRARWorld
Facebook: VRAR World