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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.

 

 

EuroVR Media partnership with 2020 Asia VR & AR Fair & Summit

EuroVR is happy to announce a new media partnership with an international VR an AR event, the 2020 Asia VR & AR Fair & Summit, taking place in Guangzhou (China) on May 10-12, 2020.

VR&AR Fair 2020   

Entering its 7th editions, this international-scale VR&AR event is going to be staged on a show floor of 30,000 sq.m with an expected 180+ exhibitors and 25,000 global buyers. Five special exhibition areas will be marked out respectively for VR/AR Games, VR/AR Education, VR/AR applications, VR/AR Hardware, and VR/AR Contents in order to achieve a more systematic and comprehensive display of VR&AR products.

Moreover, the flagship conference of 2020 Asia VR&AR Industry Development Forum is going to be an information-packed 2-day program, composed of several parallel forums respectively focusing on hot subjects like VR&AR education, VR/AR Plus 5G, VR/AR Industrial Applications, and so on.

The venue

VR&AR Fair 2019 occupied a net exhibition area of 25,000 square meters, accommodating about 150 exhibitors. Parts of enterprises like VRway, Xiechuang Technology, NINED, FuninVR, Loonqin Tech, Movie Power, Meleap (Japan), Zone Laser Tag & Hologate (Germany), MIND & IDEA(Taiwan, China), ANVIO/DGMA VR (Russia), Media Guide (Taiwan, China), HEIVR, Ten Ho VR Classroom,and etc. Besides, the event received more than 25,000 person-time visitors, of which 4,126 were overseas from the USA, UK, Germany, Italy, Japan, Korea, Russia, Canada, Norway, etc.

Contacts

Opportunity knocks but once, there are numerous business opportunities waiting for EuroVR members.

Click here to apply for Exhibiting .

Click here to apply For Visiting.

Date: May 10-12, 2020

Venue: China Import & Export Fair Complex

Address: No. 380, Yuejiang Zhong Road, Guangzhou, China

Website: http://www.vrarfair.com/index.php?lang=en

 

New media partnership: World Class Corporate Extended Reality 2019

EuroVR has established a new media partnership with World Class Corporate Extended Reality 2019, a conference for business leaders taking place on September 24th and 25th in Frankfurt, Germany.

Extended Reality solutions for corporates in areas like training, learning, collaboration, marketing, maintenance, storytelling, real estate, architecture, manufacturing, construction and many more are nowadays an essential pillar for your digital business transformation success plan. Do not miss out the excellent opportunity to get in touch with the key players, pioneers and experts of leading European companies and their unique XR projects at the World Class Corporate Extended Reality 2019, the 24th and 25th of September in Frankfurt, Germany.

This is a unique event for business leaders active in the field of virtual, augmented an mixed reality to networking and get in touch with companies like Ackroyd & Lowrie, Adidas, Andreas Stihl, BASF, BNP Paribas Real Estate, DLR, EDF Energy, Heijmans, International Red Cross, Leicestershire Fire and Rescue Service, Lufthansa, MAN Energy Solutions, Mecanoo Architects, Opera on Tap, Siemens, The Park Playground, Volkswagen, Fraunhofer Institut, BIRCO, and many more.

Through a mix of case-study presentations, interactive roundtable discussions, Q&A sessions and hands-on workshops you will gain a diverse and inspiring perspective. The multi-stream format allows you to move freely between the conferences and choose the sessions of most interest and relevance. Create your program from the case studies and interactive round tables.

EuroVR members have the opportunity to benefit of 30% discount on the ticket by using the Code EUROVR30: https://www.manetch.com/events/WCER19

For further information about the event please visit the official website of the conference.

EuroVR 2019: August 9 – deadline application track

After closing of EuroVR 2019 – Scientific track, it is time to get focused on the Application track. This section welcomes contributions like use cases, prototypes, demo, and exhibition of projects about virtual reality, augmented reality and mixed reality.

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MEETING THE NETWORK: Prof. Dr. Gabriel Zachmann & the University of Bremen

For this edition of Meeting the network, we are pleased to introduce one of our founding members: Prof. Dr. Gabriel Zachmann, Professor at the Center for Computing Technologies (TZI) at the University of Bremen.
He joined EuroVR Association at its inception in 2010:

 

“My motivation for joining EuroVR was the opportunity to initiate collaboration in areas such as virtual reality, geometric computing, medical simulation, digital health, VR for robotics, and visual computing. I was interested in contributing to common EU proposals and helping to shape the EuroVR conference”.

 

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Meeting the network: AVR Lab

On June 24th starts the 6th International Conference on Augmented Reality, Virtual Reality, and Computer Graphics (Salento AVR 2019) in Santa Maria al Bagno (Lecce, Italy) organized by the Augmented and Virtual Reality Laboratory (AVR Lab) of the Department of Engineering for Innovation of the University of Salento as well as a member of EuroVR.

The AVR Lab team

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Meeting the network: STIIMA-CNR

Here we are with our standing appointment: “Meeting the network“. Today EuroVR is glad to introduce its member STIIMA-CNR.

STIIMA-CNR stands for “Institute of Intelligent Industrial Technologies and Systems for Advanced Manufacturing of the National Council of Research in Italy”. The Institute’s strategic mission is the growth of competitiveness and sustainability of manufacturing in Italy and Europe through industrial innovation.

EuroVR President, Marco Sacco, is Senior Research Scientist and Head of STIIMA-CNR subsidiary in Lecco & EVA (Enterprise Engineering and Virtual Application) division. He is active in the VR field for over 20 years mainly in Manufacturing and Health Care Sectors, leading research projects which aim to support industrial research and the transfer of research results to companies.

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University of Bremen: two positions open in VR

Are you looking for a job in the virtual reality field? This article is for you! Read more about the two Ph.D. positions open at the University of Bremen and submit your application.

Novel 3D Interaction Techniques for Collaborative, Immersive Scientific Visualization

A researcher with the Computer Graphics and Virtual Reality Group at the University of Bremen, Germany.

Project description

Building on the state of the art in virtual reality research, including latest developments of production-quality game engines, this Ph.D. project shall develop concepts, scientific visualization methods, 3D interaction metaphors, and immersive virtual reality tools for geographically remote researchers to share and explore a meaningful virtual environment for collaborative virtual fieldwork on the seafloor. The project will evolve around the visualization of cutting-edge, large scale photogrammetric scans of hydrothermal (black smoker) vent fields and related volcanic structures of the mid-oceanic ridges.

Aim

This PhD project will draw upon visualization resources both at the CGVR lab at University of Bremen (in particular, the two-user powerwall, i.e., large-screen stereoscopic projection wall with tracking and correct projection for two users simultaneously), and at GEOMAR (the ARENA2 visualization dome theatre) as well as head-mounted display “satellite systems” (e.g., wireless VIVE at CGVR), to form a connected ecosystem.

Computer Graphics and Virtual Reality Group Bremen

Researcher with the Computer Graphics and Virtual Reality Group at the University of Bremen, Germany.

Project Description

For several years now, innovative algorithms and methods for forward-looking space projects have been developed and researched within the framework of exploration projects funded by DLR Space Management. The knowledge gained and the algorithms developed are to be brought back to Earth as part of the project presented and made available as a key technology for mobility 4.0 in Germany. Within the framework of earlier space projects, algorithms for the planning and simulation of an autonomous spacecraft for the reduction of resources on asteroids were developed. The core contents of autonomous planning, navigation, and flight path optimization and control serve as a basis for the application of autonomous vehicles described here. The current project is based on results from an earlier project on autonomous driving and extends the research questions to real application scenarios by involving industrial partners.

Aim

The aim of the project is to automate recurring journeys in known areas and in particular to present solutions for cooperative maneuvers in such areas. For this purpose, the cooperation partners are working on the implementation in an application-oriented test field. Overarching goals of the project, which are to be implemented especially on real vehicles, are:

  • To create uniform software frameworks for the different requirements of highly-automated driving;
  • Transfer of know-how and algorithms from space travel for highly automated driving as well as the definition of requirements for modern satellite navigation;
  • Development of efficient 3D algorithms for geomatric computing in order to facilitate remote driving.

Qualification

Candidates should have an excellent Master’s degree or equivalent in computer science, or related disciplines such as mathematics, computational engineering, physics, etc. Required skills are solid experience in C++ software development, and a very good command of English (reading/writing/speaking). Ideally, you have specialized in real-time computer graphics or physically-based simulation, you are capable of effectively applying mathematical methods, and you have good knowledge of GPGPU programming. In addition, the successful candidate will be highly self-motivated, passionate about their work, and have a good ability to work both independently as well as in a team in a multidisciplinary environment.

How to apply

Applications should comprise a cover letter, complete CV including any achievements, degree certificates (including a list of courses and grades), names and contact details of at least two referees, and other credentials if any (e.g., recommendation letters, publications, etc.). Application by email is preferred. We encourage candidates to apply immediately but will continue to review applications until the position is filled. If you have any questions about the position, please do not hesitate to address them to the above email address.

Prof. Dr. Gabriel Zachmann
University of Bremen
Bibliothekstr. 5
28359 Bremen / Germany
zach at cs.uni-bremen.de

Visit the official website for further information.

 

Meeting the network: Virtual Dimension Center (VDC)

The Virtual Dimension Center (VDC) is the protagonist of this new article for the category “Meeting the Network”.

VDC is Germany’s leading competence network for Virtual Engineering. Based in Fellbach, it joined EuroVR Association in 2009 to get in touch with international experts in VR & AR and exchange know-how as well as experience in this fast-evolving field.
VDC strongly believe in the Association’s purposes so much that Christoph Runde, General Manager of the Virtual Dimension Center, is EuroVR Vice-President “Industry & End-user.

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Events

EuroVR 2017, Laval, France

After Bremen (2014), Lecco (2015) and Athens (2016), we are pleased to announce that EuroVR 2017 will take place at the Laval Virtual Center, France. The new building of the Laval Virtual organization, within the French city is internationally-renowned for its annual exhibition on Virtual and Augmented technologies, but also for its industrial park of SMEs which act within VR and MR technological field. This venue should be ideal for industries and SMEs, from end users up-to-providers of VR and MR technologies, to understand better the EuroVR association spirit and its activities.

The focus the EuroVR conferences is to present each year novel Virtual Reality (VR) up-to Mixed Reality (MR) technologies, including software systems, display technology, interaction devices, and applications. The annual event of the EuroVR association (https://www.eurovr-association.org/) is not only a conference for presenting and publishing applied research, but also a platform for exchange between researchers, technology providers, and end users around commercial or research applications. Besides papers on novel results, industry-oriented presentations (automotive, medical, etc.), the EuroVR conference creates a unique opportunity for the participants to see, discuss, and share the latest innovations. We welcome industrial and academic exhibitors, as well as sponsors, all within the same exhibition area to facilitate cross fertilization within our community.

To increase the excellence of this applied research conference, the Scientific/Technical conference proceedings will be published in a special issue of the Lecture Notes In Computer Science (LNCS) series edited by Springer, and some of the best papers will be selected to be invited to submit an extended version to the open access journal Frontiers in Virtual Environments.

For more information and call for paper submission deadlines, go to: http://eurovr2017.laval-virtual.org/eurovr-conference-laval

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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VR/AR Excellence Days 2017

Virtual and augmented reality has already enabled us to travel the world with the push of a button, to ride the waves while sitting comfortably on our couch, or to take a roller coaster on an iceberg. There seem to be no limits for VR/AR in the entertainment and experience industry. But how do you use these innovations to strengthen your customer relationships as a retailer, to double the traffic on your website, to increase your ROI exponentially, or to strengthen your name as an online business?

Our VR/AR Excellence Days on 27/28 June 2017 in Hamburg will be the interactive and hands-on platform you need to discover the potential and usability of virtual, augmented and mixed reality for your company. Best practice cases, technological innovations, and a visionary outlook are at the heart of this inspiring event. Put your thinking hats on and observe newcomers as well as big players up on stage while they explain the multiple ways you can benefit from VR and AR in your marketing and sales strategy as well. We are looking forward to a vivifying day in your company.

Virtual Reality Summer School 2017

“Immersive Presence, Augmented Visualization and Advanced Interaction”

Nowadays the 3D world has become very realistic and research has been focused on 3D interaction with specific interests in natural user interfaces and tangible interfaces. Since interaction is closely related to perception, sensory interfaces are continuously evolving for a perception that is now multi-sensory. On the other hand, using smart phones and tablets the augmented perception of real world is becoming more and more common; however, several questions subsist on engineering of these new systems.

The main aim of the Virtual Reality Summer School is to propose a privileged moment for stimulating discussions and exchanging scientific experiences and technical results related to the Virtual Reality and Augmented Reality technologies.

The Summer School is open to Ph.D. and Master students, post-doctoral researchers and academic or industrial researchers. Researchers of university and industry who want to present the results of their projects or give a lecture on a specific topic concerning the virtual and augmented reality technologies are welcome. Ph.D. students are encouraged to submit their research-in-progress presentation during the summer school. Master students are strongly encouraged to participate at the school.

Lectures will span topics from virtual environments and augmented reality applications to 3D user interfaces and required technology to enable these environments to a wide range of applications.

The main thematic areas of the Virtual Reality Summer School are:

– medicine
– cultural heritage and arts
– architecture
– education
– industry and military
– games and serious games
– interaction and presence in VE

4th International Conference on Augmented Reality, Virtual Reality and Computer Graphics (SALENTO AVR 2017)

SALENTO AVR 2017 intends to bring together researchers, scientists and practitioners to discuss key issues, approaches, ideas, open problems, innovative applications and trends on virtual and augmented reality, 3D visualisation and computer graphics in the areas of medicine, cultural heritage, arts, education, entertainment, military and industrial applications. Read more