Augmented, Virtual and Mixed Reality Directory

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Immersive Storytelling – Which Came First: The Technology or the Creative?

There I was in a cinema 10 years ago captivated, pupils fully dilated, and hit squarely between the retina, chasing technicoloured humanoids and hybrid creatures through a fantasy world across the big screen. The movie? James Cameron’s, Avatar. My emotional and visual senses were in overdrive following complex characters and multi-layered storytelling. I was immersed in these elements, but what also had me jumping in my seat was an insight to the future of technological advancements for instinctive human interactions with technology itself. That magic moment in the movie was seeing data captured and transferred with the quick and casual swipe of a finger from the translucent curved monitor directly on to the movie character’s tablet. Bam! Right there, I knew I needed to be a part of this future. Since then, over the last nine years I’ve been fortunate to work with top industry creative and technical individuals and development teams, sharing our company successes and celebrating theirs. These studios and companies develop mind blowing real-time virtual reality projects and experiences, where authentic motion for 3D animated avatars is needed to deliver a highly convincing and believable player and audience experience. They reside across a broad spectrum of sectors in motion capture, game development, training and simulation, virtual YouTubing, R&D for next-gen realism in facial animation, live broadcast, film and TV, VFX, real-time production, pre-vis, post- production, advertising, live performances, LBVR, holograms, education, social VR, VR collaboration and more. The real-time technologies that support and drive their projects and systems are both cutting-edge and innovative–when they pack the punch with memorable immersive storytelling, then they’ve delivered the full picture to their audience. Human interactions within XR needs to become second nature where our instinct overrides considered actions, which means when all our senses are fired then the more tangible and emotionally connected...

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Why XR is a natural fit for Health and Telemedicine

With the global telemedicine market expected to reach $30.12 billion by 2026 and Virtual Reality (VR) in healthcare expected to reach a market value of $3.8 billion by 2020, it is an area that we need to monitor closely. Telemedicine allows patients to access medical expertise quickly, efficiently and without travel.  Telemedicine can also be of great use to big pharma who cannot access patients with enough frequency to monitor drug efficacy. This is a game changer for the healthcare industry and with growing Medicare reimbursement for telehealth services, XR technology is perfectly poised to integrate. XR technology in the health / telemedicine sector is not new. In 1990, early experiments of virtual reality and gaming for patients was done by Dr. David Warner, a medical neuroscientist from Loma Linda University.  Warner gained international recognition for pioneering new methods of physiologically based human-computer interaction incorporating VR and gaming with paraplegic and quadriplegic patients allowing them to interact with computers for the first time using BioMuse (www.biocontrol.com) EMG sensors that detected eye/facial muscle movement to drive a cursor and jaw clenching to be the mouse click.  Warner's research efforts focused on advanced instrumentation and new methods of analysis which can be applied to evaluating various aspects of human function as it relates to human-computer interaction. This effort was to identify methods and techniques which optimize information flow between humans and computers. Movies such as Ironman, Robocop and others over the last few decades have depicted the future of human machine interaction and telemedicine. One person behind some of that future fantasy AR interface design and interaction is Ian Dawson who is the COO at MotusXR, www.motusxr.com, our company specializing in real time biometrics using XR. Utilizing wearables, the MotusXR platform can remotely monitor patients at home. Imagine Mrs. Jones at home putting on a wearable and the doctor or pharma company being able to receive her biometric data in real...

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The Culture of XR Technologies

"‘People don’t buy products and services, they buy culture’ - Simon Sinek" The immersive technology industry does two things amazingly: Making impressive technology (The What), and memorable names (The Who). Oculus Go Quest and Rift, Vive and Vive Pro, Odyssey and +, Hololens, Lightwear, Teslasuit, even Labo VR. Inside out tracking, room scale, haptic suits, and more. It feels cool, advanced, cutting edge, and doesn’t matter in the slightest without the why. We as an industry have gotten so caught up in our own hype that we’ve lost sight of why. Why are we here? Because we’ve been here. Why did we start? For many of us, a little book about bringing every cultural phenomenon into a single shared virtual space. Who doesn’t want to climb Mount Everest with Batman, or get into a lightsaber battle with Darth Vader on board the Serenity while The Borg attack through the giant Stargate in space? Why - This is the core belief of the business. It's why the business exists. How - This is how the business fulfills that core belief. What - This is what the company does to fulfill that core belief. As shown in Simon Sinek’s golden circle, why is the foundation of a business’s existence, and their marketing. This, in its entirety, is what culture is made of. Why, How, and What, in that order. Three great examples of this done right in different ways are Pokemon Go, Beat Saber, and Superhot. Pokemon Go took an established franchise with a massive fanbase, and used XR technology to create a new experience that melded naturally with the franchise’s culture of being a normal person going on an adventure to capture and train adorable creatures. This prevented it from feeling gimmicky, and satisfied a long held desire of the fanbase effectively. Why - Giving...

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